I have a collection of hundreds of games ranging from super classics such as Acquire, Conquest, Chivalry (yes, these might be more obscure titles to the general public but I find games such as Monopoly, Risk, Sorry and their like to be so far inferior to these other titles that they aren't even in my collection). More modern examples of the 'Euro' game such as Caylus, Die Macher, Cosmic Encounter... Abstracts from the old and new school (if you're an 'abstract game fan' check out the GIPF Project of games. My highest recommendation). I list these as a sort of qualification; as stated, I have and have played hundreds of different kinds of games.
Twilight Struggle is the culmination and distillation of many of the game mechanics that have been developed over the last 100 years of game design: area control, Card Driven action point allocation, dice modifiers... there are quite a few mechanics that integrate so seemlessly in this particular game whereas in other games these same mechanics tend to fall far short. The reason why these mechanics do so well in this particular game is totally because of the subject matter. The Cold War is the perfect setting for a game in which influence (area control) and card driven play (which depict real-world events) are the major mechanics. There is subtle intrigue and that 'making do' with a rotten situation that was so prevalent during the Cold War. The theme absolutely drips from this game, the tension and struggle is manifest in the gameplay. And this is an important point. Themes tend to be an addendum to game mechanics, pasted on or 'almost' fitting to whatever the original design was, which is why many games can easily be re-themed to suit a wider potential customer base. However, in TS, the theme is so well intrigrated that it transcends the general game experience into something that could easily be used as a tool for education on so many levels.
This game is, unforunately, not for everyone. It does require a good 3 games to know what the vast majority of the cards are (events) and needs a further number of the plays to get proficient at both the phases of the game and how each phase interacts with each other. This game requires longer term strategy, shorter term tactical know-how as well as card-hand management amongst its host of other player requirements. It is not really difficult to learn (I'd also heartily recommend 'Hammer of the Scots' by Columbus Games but the component quality falls short of Twilight Struggle, especially since TS was just released as a Deluxe Edition) and is the suggested choice for those that want to delve into the more complex Card Driven Games (CDG's) available (Paths of Glory, Sword of Rome, Here I Stand...).
Highly, highly recommended from a consummate gamer.