

It even works on giant tentacle-faced rhino monsters. But perhaps more importantly, you can make any enemy in the game wear a dumb hat. You can build your whole combat style around the hat’s clever orb switching mechanics, and in a random nod to Journey, enjoy the way the red scarf grows longer as you collect orbs.

The hat is great because it demonstrates DMC5’s wilful tendency to be incredibly smart and stupid at the same time. While demons are wearing the hat they shed orbs that you can collect and then throw right back at them. Lock on and launch a forward attack and Dante throws the hat onto the targeted enemy’s head. Dante can switch out his guns for a hat and scarf combo that lets him attack with the game’s red orbs currency. This spectacular range of attacks in part harks back to previous Devil May Cry games with the classic sword combos and stinger dash, but his new abilities are even better. Dante can switch between four melee weapons, four ranged weapons, and four combat styles on the fly. If Nero was the only playable character this would still be a fine game, but Devil May Cry 5 offers so much more. You can make any enemy in the game wear a dumb hat. Some arms do give you an advantage over certain enemies-the many lashing hits of the whip-like Helter Skelter can shatter guarding enemies, for example-but the system is lax enough to let you pick the arms you really enjoy using in any situation. The arms break if you take a hit during their special move, but you tailor an arsenal of up to eight arms before a mission starts and detonate them whenever you like. The Gerbera arm lets you fire shockwaves that propel Nero away from enemy attacks, and the Punch Line can detach and fly around as Nero rides it. Within this stable framework of go-to combos you use Nero’s disposable robot arms to mix up combos or move around.
