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Call of Duty 3: The Falaise Gap in Five Uniforms

Call of Duty 3 review: the 2006 WWII shooter that launched PS3 and Wii, skipped PC, and told the Falaise Gap through five Allied armies.

By mitch·6 min read
Soldiers move through a ruined German town amid smoke and ruin.

Call of Duty 3 arrived in 2006 as the third major installment in Activision’s shooter series, built by Treyarch and shipped to PlayStation 2, Xbox, Xbox 360, PlayStation 3 and Wii. It was a launch title for the PlayStation 3 and the Wii in North America, Europe and Australia. It is also the only major installment in the series that never came to PC.

That last fact matters more than it should. A shooter that skips the platform where the series built its first audience is making a bet — that console players alone could carry the war. Whether that bet paid off is not something this review can settle. The question it can answer is whether the game underneath the bet still holds up.

Trailer, via Gaming Ekt.

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The Falaise Gap and the Push to Chambois

Call of Duty 3 is a historical first-person shooter set during World War II. The single-player campaign is modeled after the Normandy breakout, following British, Canadian, American, Polish and French Resistance forces as they push into the village of Chambois, France — the action around the Falaise Gap.

That framing is the game’s best decision. Most shooters of the era parked the player behind an American rifle and left it there. Call of Duty 3 spreads the campaign across multiple Allied perspectives, giving each force its own missions and its own challenges. The narrative leans on historical detail and treats the Allied effort as a coalition rather than a solo act.

It is not a subtle game about any of this. But it is a wider one than its predecessors, and the width is the point.

Three Stances, Two Guns, One Thrown Grenade

The mechanics are where Call of Duty 3 argues with itself. The game plays much like the previous installment, open-ended enough to give the player multiple paths to an objective.

A character can stand, crouch or go prone. Each stance changes movement speed and accuracy. Two firearms can be carried, alongside fragmentation and smoke grenades. New to the series: players can toss live grenades back at the enemy instead of eating the blast.

Weapons and ammo drop from fallen foes and friendlies, and can be picked up to replace whatever is in the player’s inventory. Players fire from the hip or aim down iron sights for more accuracy. A compass on the heads-up display points the way to each objective.

Cover, Red Edges, and a Heartbeat

Health works the way Call of Duty 2 taught players to expect. Using cover helps avoid enemy fire or recover after taking significant damage. When health runs low, the edges of the screen turn red and the character’s heartbeat gets louder. Step out of the fire and it recovers on its own.

Enemies are not scenery. They use various attack patterns, hide behind cover, and regroup into better defensive positions. That regrouping is the detail that keeps firefights from turning into galleries of waiting targets.

The result is combat that moves. Call of Duty 3 is known for intense, fast-paced action, and the melee attacks and close-quarters battles are the sharpest additions. When a fight collapses into a room, the game is at its best.

What the Two Modes Actually Offer

Mode What it contains Who it is for
Single player Campaign across American, British, Canadian, Polish and French Resistance perspectives, modeled on the Normandy breakout into Chambois Players who want the Falaise Gap told from more than one side
Multiplayer Expansive online modes built for large-scale battles Players who want the shooting without the story

The split is clean, and it is also the source of the game’s central problem. The campaign gives you five armies. The multiplayer gives you a crowd. Neither one is asked to do anything the series had not already done.

The Launch Window

Date Platform Note
2006 PlayStation 2 Same-year release
2006 Xbox Same-year release
2006 Xbox 360 Same-year release
2006 PlayStation 3 Launch title in North America, Europe and Australia
2006 Wii Launch title in North America, Europe and Australia
Not released PC Only major installment to skip the platform

Five platforms, two of them brand-new hardware.

The Case Against the Game

Call of Duty 3 received positive reviews on release and picked up several awards and nominations. Retrospective assessments have been more negative. The criticism centers on a lack of innovation following its predecessors.

That charge is fair, and the game’s own feature list is the evidence. Throwing a live grenade back is a genuine addition. Improved melee and close-quarters battles are genuine additions. Everything else is the previous game with a wider map and a fifth flag on the roster.

Call of Duty 3 has placed low in lists ranking the series’ games. Some critics have noted the game featured elements that later entries would incorporate.

Why the Wider War Still Counts

Here is where this review parts company with the retrospective consensus. The knock on Call of Duty 3 is that it did not move the series forward. True. But the thing it did instead — hand the campaign to five Allied forces and make the player fight the Falaise Gap from more than one uniform — is the reason the game is worth returning to.

The campaign’s coalition framing is the argument that the Allied push into Chambois was a shared effort, and the game makes that argument by putting the player in each of those uniforms. High-quality graphics, realistic sound design and compelling storytelling carry the rest. The game captures the heroism and the horrors of the battlefield without pretending either one is simple.

The multiplayer is the half of the package with the least to say now. Large-scale online battles were the selling point, and they work, but they are the part of Call of Duty 3 that this review finds hardest to return to. The campaign is what still has something to say.

The Verdict on Call of Duty 3

Call of Duty 3 is a good shooter that arrived at a crowded moment. It shipped across five platforms in 2006, launched two of them, and skipped PC entirely. In this review’s reading, it did not reinvent the series. It widened it, and that widening is a choice worth weighing rather than a result the game earned.

The mechanics hold up. Standing, crouching and going prone still shape every firefight, the iron-sights aiming still rewards patience, and the grenade throw-back remains the single best addition in the game. The red edges and the rising heartbeat still do their job. Enemies who regroup behind better cover still punish players who treat a won position as a finished one.

What does not hold up is the sense that any of this was new. Call of Duty 3 is the series treading water in five different uniforms, and the retrospective slide in its reputation is the price of that. The awards and nominations at release were real. So is the disappointment that followed.

Play it for the campaign, and play it for the coalition. The Falaise Gap deserved a game that took five armies seriously, and this one mostly does. The multiplayer can wait.

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