When it comes to heroic characters in games, it's no surprise that they are almost always the main character in the game. Putting the player into the role of the hero is the main purpose of most games. We all want to be the ones showered in glory and adoration. We all want super powers. We all want to save the world (or watch it burn, in some cases.)
While the supporting cast may be interesting, even well developed from time to time, most often they are only there to provide the hero with information or items, or simply to get caught up in something that the hero then has to save them from. It's not often that a secondary character is far more heroic than the actual hero.
Then again, Rule of Rose isn't your average "hero" game. The main character Jennifer isn't trying to save
anything, much less the world. She's simply stumbling around trying to figure out just what the hell is wrong with her. Not dying is really the only task she's faced with. Really, that's enough, because the game's awful control system and absolutely abysmal combat system make staying alive a Herculean feat. Ultimately, RoR is a story about a girl and her faithful dog, Brown. Brown is the
real hero.
Throughout the game, Jennifer uses Brown as both a clue finder (in fact, you cannot find anything without him) and bait. He's not simply an accessory, he's really the central character in the game. Without him, Jennifer is literally useless.
The biggest example of Brown's heroism? He is always the first to go through a door.
Always.
Every time.
No matter what the odds or how beat up he has become, Brown always leads the way. He always puts himself between Jennifer and danger, and he always does it willingly. He doesn't know why the bad guys want to hurt Jennifer, all he knows is that he has to protect her. He is never afraid to run headlong into the darkness and flush out the monsters. He does it all in unquestioning service to his owner.
It is there that we see his true supremacy over Jennifer and all of the other human characters. Brown is simply a good boy, unflinchingly protecting his master whom he loves without question. Unfortunately, his master does not share this same adoration. Sure, she wants to keep him safe as well, but it's obvious that, to Jennifer, Brown is just another possession. In fact, we see at the very end of the game, after Jennifer goes though all sorts of dangers related directly to another character wanting to essentially "own" Jennifer, that Jennifer is blind to the fact the Brown wants to be free. Instead, she slips on a collar and ties him to the ground in a shed, alone. She has become just as selfish and villainous as her enemies.
What does it mean to protect someone? To have total control over them? To want to keep them for yourself? To own them? You won't find the answers in a heroic splash of zombie brains or a blast of machine-gun fire. You'll find them at the end of a leash.
Now I want to play that game, and see how amazing Brown is.
Also important, Brown defends Jennifer, but he cannot attack any enemy. You will have to risk her life to take care everyone, creating much more puzzle solving in an already puzzle-ridden adventure game.
Your interpretation of the ending is far more different than mine. The entire story of Rule of Rose is Jennifer trying to retrieve repressed, traumatic memories from her childhood which she has blocked out of her mind. Jennifer DOES love Brown. The girl in love with her, Wendy, even grows insanely jealous of Jennifer's relationship with Brown, claiming that she "fell in love with Brown and refused to love me". For this reason, Wendy ordered the other girls in the orphanage, the Red Crayon Aristocrats, to murder Brown. Jennifer had a choice: it was her life or Brown's. Being the poor, helpless, terrified, unlucky and submissive girl that she is, Jennifer chose her own life, and so Brown was murdered.
At the end of the game, Jennifer isn't locking Brown up in a shed to leave him to die. The final chapter is Jennifer finally coming to terms with her memories and accepting them. If you noticed at the beginning of the game, there is a padlock on the door of the Rickety Shed, but it isn't locked. The Rickety Shed is a sanctuary for Brown; by finally "putting her memories under lock and key", Jennifer is preserving Brown's memory so that she'll never forget him ever again, and never make the same mistake. And so she finally locks the padlock and accepts everything she went through.
The storybooks that appear throughout the game aren't just there randomly - they are metaphorically telling the story of the game, events and characters. For example, the storybook Sir Peter is often seen as telling the tale of Wendy's rabbit Peter, but some believe it to tell the story of Mr. Hoffman.
You have to really look into the game. It's a title where you have to literally rip it to pieces if you want to fully understand it - four years on and gamers are still coming across things that were missed beforehand.