Twilight Princess’s final dungeons and climactic challenges are a blast, with well-designed and distinct levels and situations.
One complaint I do have is about the narrative. You spend the first half of the game pursuing Fused Shadows in three dungeons. This is sort of like Ocarina of Time, where you spent the first act as a kid collecting the three stones so you could get the Master Sword. Except after collecting the three Fused Shadows, you don’t get anything.
Zant, the game’s preeminent antagonist, knocks you down, grabs your Fused Shadows, calls you a dumbass and walks off. Meanwhile, your catty companion tells you to collect another fractured artifact and assures you that this one will in-fact work. You do get the ability to turn revert to a wolf at will after this point, but only because Zant wanted to punish you for being an idiot.
The Fused Shadows plot does eventually resolve itself and make sense, but initially it seems disposable and unnecessary. Completing this task progresses the plot in a way and provides an excuse for a bit of good old fashioned, and notably well-crafted, dungeon crawling. However, it does not come with the sense of accomplishment that is so important to video games, in which the viewer is responsible for keeping things moving.
I do love Twilight Princess despite this narrative flaw. The characters are likable, and the plot is very intriguing, especially at the end. The dungeons and the intermittent tasks are well-designed. It sticks with Zelda tradition while breaking new ground. And, most importantly, it’s a lot of fun.
So pick the thing up. Even if you don’t have a Wii, you can find a GameCube for next to nothing now, so there’s no excuse not to.