The 2006 shooter that served as a rough first draft

The 2006 shooter that served as a rough first draft
Image: Intellect (generated)

In short: While often ranked low in the franchise's history, Call of Duty 3 was a pivotal experiment. Developed in just eight months, this console-exclusive title introduced mechanics like vehicles and scripted melee that would define the future of the world's most famous military shooter.

Released in 2006, Call of Duty 3 was a significant departure for the series, marking the only major numerical installment to bypass the PC entirely. Utilising their proprietary NGL engine, Treyarch created this title, which debuted alongside the Wii and PlayStation 3 across Australia, Europe and North America. Despite its technical ambitions, the project faced an incredibly tight development window of only eight months. It was also the second title developed by Treyarch after Call of Duty 2: Big Red One.

The single-player campaign is set during the 1944 Western Front of World War II, spanning 14 missions across four Allied campaigns. Players navigate the Battle of Normandy through the perspectives of American, British, Canadian, and Polish soldiers. The gameplay introduced several innovations that became series staples, such as scripted close-combat sequences and the ability to use vehicles. It also featured a more open-ended structure, allowing players multiple paths to achieve objectives. Players can adopt standing, crouching, or prone stances to influence movement and precision. The experience also features a heads-up display compass to assist with navigation.

Retrospective criticism has been largely negative, with many critics viewing the game as lacking the innovation found in its predecessors. However, the game's impact on the series' DNA is undeniable. Elements like larger multiplayer maps and advanced enemy AI—where foes use cover and regroup—were precursors to later successes. While it struggled in retrospective rankings, it was a commercial force, selling approximately 1.1 million units in the US by the end of 2006 and reaching 7.2 million copies worldwide by 2013.

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