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He toes the line between this and Badass Normal, being more experienced with and more willing to inflict violence than a few of the previous protagonists (though not quite as experienced as others). He was Sewell's designated hitman for a reason.
Audience Surrogate: Murphy has shades of this: he's seen reacting in ways normal people would, something that was more or less glossed over in previous protagonists. Early on, during the first transitition to the Otherworld, his reaction is "What the hell IS this!?". And when given the chance to mentally catch his breath, is wondering just what the fuck this town is throwing at him.
It's been noted that Murphy seems to be designed to yell "Fuck!" at the exact same time as the player.
Batman Gambit: The whole process of getting into jail was one in order for him to get close enough to Napier to murder him.
Beware the Nice Ones: Even some of the cops who know him as a convict can tell that he's a lot more decent than any con has a right to be. His psyche report even notes that he's soft-spoken and shy. However, the very first thing you learn about Murphy is that he can and will get his hands dirty and be cold as ice about it.
Character Development: Present most clearly in the good endings: Murphy comes to realize that dehumanizing Napier in the name of revenge wouldn't absolve himself from the guilt of torturing and murdering Napier, even if he more than deserved it. Murphy also acknowledges responsibility for not only the victim of his revenge but also for the pain and suffering caused to others in his quest for revenge. With Anne's forgiveness, he moves past the guilt and earns freedom.
Deal with the Devil: Murphy makes this kind of deal with Sewell; he gets to kill Napier, but in exchange, he'll owe Sewell some unspecified favor. Unfortunately, this turns out to be killing Coleridge.
Genre Savvy: He's about as Genre Savvy as a (possibly experienced) Silent Hill player, often peeking behind himself and, if scared or frightened, will refuse to go any faster than a cautious walk and instead scan the environment very carefully for tricks or scares. Heck, the rear-view function in itself is a testament to his savviness.
Hyper Awareness: The "Look behind you" button will let you get a full view behind Murphy's shoulder (way more than real life peripheral vision would get you) and yet he barely cocks his head to the side. In action, it ends up looking very much like Murphy is using his hearing more than his eyesight.
Hyperspace Arsenal: Averted with weapons. Unlike in previous entries in the series, Murphy can only carry one weapon at a time. If he finds a gun, Murphy can holster it and carry a melee weapon. Played straight with regular inventory items.
Institutional Apparel: Murphy's a freshly escaped con and starts out wearing a prisoner's jumpsuit. Later in the game, he can find a different outfit.
Made of Iron: He takes damage somewhat realistically, but he can take a lot of it.
Mighty Glacier: Just about everything in town's faster than him and can knock him around. The average encounter tends to require lots of blocking before striking at openings if you're trying to keep your health up.
Multiple-Choice Past: Whether he killed Coleridge or was framed for it before the game began depends on actions in the game. In addition, the "Execution" ending has Murphy himself as Charlie's murderer, rather than Napier. Hell, he doesn't even kill Napier in some endings. Sewell finished him off and particularly blackmailed him into doing what he wants. Though, Napier may have died from the wounds Murphy gave him anyways. He didn't have long enough to try when Sewell got to him.
Nice Guy: Though he can be blunt, if you do most of the side-quests, he comes off as a rather gentle man predisposed to helping others, rather than the violent grunt the game introduces him as. He borders on All-Loving Hero if you make a habit of sparing the monsters.
Not So Stoic: He's usually very cool headed and blunt with other people, but he's frantic and rushed when fighting monsters, doesn't take hits graciously, and is quite clearly freaked out by Silent Hill's various scares.
Pædo Hunt: Murphy arranging to murder his son's killer, Napier.
Papa Wolf: Deconstructed. Seeking out revenge against his son's murderer only makes things worse. He's still in prison, his wife left him due to very understandable reasons, and the deal he made with Sewell has him having to kill Coleridge, which even if Murphy doesn't kill him, Coleridge's death still haunts him.
Screams Like a Little Girl: He verges on it when being chased by The Void. It also sounds incredibly painful, especially since it seems to be ripping blood or even pieces of his very existence out of him.
He also screams quite a lot when he isn't currently being hurt, just out of pure terror. Not that we blame him.
Anti-Villain: Particularly when we discover why she wants Murphy's head.
Big Bad: Sorta, but more in a Hero Antagonist kind of way. She is the main antagonist of Downpour due to her chasing Murphy and trying to kill him, thinking he killed her father.
Character Development: It's averted at first, as she succumbs to her inner demons at the end. Compared to every other Silent Hill victim in her position, she may get off very lightly. Depending on your choices, she gets a second chance and does ultimately see the good in Murphy and forgive him for his part in landing her dad in a coma.
These Hands Have Killed: Evidence suggests that because he was inebriated at the time, he either caused or failed to prevent a minecart-accident which claimed the lives of eight kids. The Devil's Pit got shut down and fell into disrepair as a result.
Whispering Ghosts: Makes his disembodied presence known with a soft, unintelligible whisper.
Voiced by: Antoine L. Smith
And I Must Scream: His predicament was verging on this. He apparently was confining himself to his top-floor radio-station-cum-apartment. The lower levels of the building were utterly infestedwith monsters. He mentions to Murphy that he'd been DJing and spinning records and answering calls continuously for a very long time. Being only human, Bobby was clearly breaking under the strain.
Genre Savvy: Very much so. He's completely aware that the monsters and other miscellaneous horrors aren't just random paranormal events, but tied to the town itself. He's also aware that there are rules that Silent Hill plays by; not knowing what these are, he pretends absolutely nothing's wrong (imitating the enigmatic mailman who goes through Silent Hill completely unscathed).
What Happened to the Mouse?: After the Screamers (implied to have been sent by the town itself after Ricks breaks the "rules") attack the studio, he is nowhere to be found, although there are implications that he was dragged off to the Otherworld. Actually its revealed in Anne's Story he survived and was trapped with Anne in a cage in front of the clock of the Centennial building.
Voiced by: John Grace
Extreme Melee Revenge: Murphy dishes out a serious beating on him, but whether or not he could bring himself to land the killing blow depends on which ending you get.
Hoist by His Own Petard: Murphy finishes off the first boss fight by stealing the hammer and laying the smackdown with it.
The Dreaded: Much like Pyramid Head before him, he's an enigmatic, faceless behemoth who lumbers around with a massive weapon and other monsters seem to fear him. Most noticeable in the final boss, when the Prisoner Juggernauts (the strongest non-boss enemies) seem to outright avoid him.
The Heartless: He's a Silent Hill monster, that's part of the job. And then partially deconstructed when it turns out he embodies the dehumanization of objects of revenge — to Anne, he can appear as Murphy, but to Murphy, he can appear as Napier and also as Murphy himself. He is literally a person's idea of evil.