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Retro Game Database · FM Towns

Dual Targets: The 4th Unit Act.3

Retro Game Database · FM Towns

Dual Targets: The 4th Unit Act.3

Dual Targets: The 4th Unit Act.3 starts with the kind of escalating sci-fi trouble that gives this series its momentum: an android assassin at the Unified Force base, a threatened inventor, a cloned version of Blon-Win, and the return of Dalzy. It is a direct sequel that clearly wants you invested in Blon-Win’s corner of this ongoing conflict.

Follow the game trail: D-Again: The 4th Unit FiveZerø: The 4th Unit Act.4

Platforms: , ,

Retro Replay Review

Gameplay

Dual Targets makes its biggest move by stripping away direct environmental interaction and putting you in front of decisions instead. During conversations, you choose emotional responses such as happiness or anger; during the larger plot, you alternate among Rescue, Think, and Fight. It is a bold simplification. If you enjoy probing rooms, clicking through every object, and solving inventory-style adventure problems, this can feel unusually hands-off. If you want to keep the story moving and concentrate on how Blon-Win responds under pressure, it is much easier to settle into.

The emotional choices are the more interesting idea because they ask you to role-play a reaction rather than merely pick a practical action. That gives dialogue a little tension: you are not just asking what progresses the scene, but what sort of response fits the moment. The catch is that the game’s branch structure is built around multiple endings, most of them false. Expect some routes to feel like instructive detours rather than satisfying conclusions.

Combat remains simple and sporadic, following the turn-based style of the earlier games. That restraint works better than a more elaborate battle system would have here; fights serve as interruptions to the adventure instead of competing with it. Still, anyone coming in primarily for tactical depth will probably find too little to chew on. The stronger reason to play is seeing how your decisions push this escalating android-and-clone crisis toward one of its outcomes.

Dual Targets: The 4th Unit Act.3 — screenshot 1
Dual Targets: The 4th Unit Act.3 — screenshot 1

Graphics

The sci-fi anime/manga framing suits a plot full of android assassins, bionic soldiers, military bases, and a device called the Psycho Power Booster. It is an appropriately heightened backdrop for a sequel that keeps raising the stakes around Blon-Win.

Dual Targets: The 4th Unit Act.3 — screenshot 2
Dual Targets: The 4th Unit Act.3 — screenshot 2

Story

The story comes out swinging. The WWWF has already lost its oceanic base, yet its androids are still active, now targeting the scientist behind PPB. Adding a clone of Blon-Win and the reappearance of Dalzy gives the conflict a satisfyingly crowded sequel energy: old grudges and new threats arrive at once, with Blon-Win right in the middle.

Because this is the third 4th Unit game and a direct continuation of The 4th Unit 2, returning fans have the clearest reason to care. The hook depends on prior conflict—the destruction of the WWWF base, Blon-Win’s history with Dalzy, and the significance of a clone carrying Blon-Win’s identity. That continuity is a strength if you are already attached to the series, but it also means the game reads more like the next chapter than a clean starting point.

The branching structure gives the plot replay value, though the false endings change the mood of that replay. You will need some patience and a willingness to treat failure routes as part of mapping the story rather than as wasted time. For the right player, that uncertainty adds stakes to each choice; for anyone who wants every conclusion to feel definitive, it can become frustrating.

Overall Experience

Dual Targets: The 4th Unit Act.3 is an intriguing sequel because it chooses focus over breadth. Rather than asking you to explore a world directly, it turns the adventure into a sequence of reactions, judgments, and route-defining commands. That makes it feel closer to an early branching sci-fi drama with combat interruptions than to a traditional adventure game.

The payoff is strongest when you accept that structure on its own terms. You are here for the escalating Blon-Win storyline, the strange pressure of answering emotionally, and the urge to test whether a different choice avoids another bad end. The thin combat and reduced interaction will not win over someone looking for strategy or exploration, but they keep the pace from bogging down.

Give it a chance if you already know the 4th Unit series, or if a compact anime-styled sci-fi visual novel with branching outcomes sounds more appealing than a puzzle-heavy adventure. Its choices are more compelling than its battles, and its sequel-first storytelling makes prior familiarity especially valuable. For fans willing to navigate its false trails, it offers a distinctive, suitably melodramatic continuation.

Retro Replay Score

7/10

Additional information

Publisher

Developer

Genre

, , ,

Year

Retro Replay Score

7

Platform

FM Towns

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