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In this exhilarating novel by the best-selling author of The Storied Life of A. J. Fikry two friends--often in love, but never lovers--come together as creative partners in the world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality. On a bitter-cold day, in the December of his junior year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn't heard him, but then, she turns, and a game begins: a legendary collaboration that will launch them to stardom. They borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo: a game where players can escape the confines of a body and the betrayals of a heart, and where death means nothing more than a chance to restart and play again. This is the story of the perfect worlds Sam and Sadie build, the imperfect world they live in, and of everything that comes after success: Money. Fame. Duplicity. Tragedy. Spanning thirty years, from Cambridge, Massachusetts, to Venice Beach, California, and lands in between and far beyond, Gabrielle Zevin's Tomorrow, and Tomorrow, and Tomorrow is a dazzling and intricately imagined novel that examines the multifarious nature of identity, games as artform, technology and the human experience, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love. Yes, it is a love story, but it is not one you have read before. Cover image: The Great Wave (detail) by Katsushika Hokusai. The Metropolitan Museum of Art, New York.… (more)
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I found the video game aspects of this novel far and away the most interesting thing about it. The kinds of game ideas the characters have, the way they approach the creative process of game development, the way they tend to think of the world around them in game terms... all of that is pretty interesting to me, even if some of the philosophical commentary stuff about games and society is kind of shallow.
But the main focus here is on the two main characters and their complicated relationship, and that just never quite worked for me the way it should have. I feel more like I'm just sort of told about the bond between these people and the love they have for each other without really experiencing it, while being shown the negative stuff -- the crappy things they do to each other, the stupid misunderstandings and uncharitable assumptions and lifelong lack of good communication -- in much more detail. I also feel like the author was trying very hard to make these characters feel flawed, interesting, and sympathetic, and, well, they are clearly deeply flawed but I never found them more than mildly interesting, and as for sympathetic... They, are, I suppose, but mostly in that way where, with real people, you have to keep telling yourself, "they've been through a lot, and you need to cut them some slack" until you've guilted yourself into not being annoyed with them. Since they're not actually real people, though, I don't think I have to feel guilty and am allowed to just feel annoyed. Which I do. I'm sorry, but the truth is they're just kind of annoying people.
There is wisdom in her writing of immigrant and mixed-race experiences, especially as she shows great balance in doing so – the defense of what some would label “cultural appropriation” and critique of those who overuse being threatened and not feeling a classroom is a “safe space” early on the book was fantastic. Similarly balanced were her characters – the protagonists were presented with flaws, and one of the characters we find ourselves cringing over has some good qualities too. The story does dip into melodrama, especially with one event in particular, but the way she wrote that chapter (#7, The NPC) was brilliant, and one of my favorites. Zevin also dreams up some pretty cool game ideas! And might consider a side gig aside from writing. :)
Quotes:
On cultural appropriation (or the overuse of):
“The alternative to appropriation is a world where white European people make art about white European people, with only white European references in it. Swap African or Asian or Latin or whatever culture you want for European. A world where everyone is blind and deaf to any other culture or experience that is not their own. I hate that world, don’t you? I’m terrified of that world, and I don’t want to live in that world, and as a mixed-race person, I literally don’t exist in it.”
On being a mistress:
“And so she’d be cool, because that’s what mistresses were. Mistress, Sadie thought. Sadie laughed a bit to herself, thinking this was what it was like to play someone else’s game: to have the illusion of choice, without actual choice.”
On negativity:
“And yet, he knew himself and he knew he was the type of person that never called anyone, unless he was absolutely certain the advance would be welcomed. His brain was treacherously negative. He would invent that she had been cold toward him, that she hadn’t even had a class that day, that she had simply wanted to get away from Sam. His brain would insist that if she’d wanted to see him, she would have given him a way to contact her. He would conclude that, to Sadie, Sam represented a painful period in her life, and so, of course, she didn’t want to see him again. Or, maybe, as he’d often suspected, he meant nothing to her – he had been a rich girl’s good deed. He would dwell on the mention of a boyfriend in Harvard Square. He would track down her number, her email address, her physical address, and he would never use any of them. And so, with phenomenological heaviness, he realized that this very well could be the last time he ever saw Sadie Green…”
On parents:
“She found Marx’s father to be bright, interesting, and engaged. Other people’s parents are often a delight.”
On positivity:
“Sam used to say that Marx was the most fortunate person he had ever met – he was lucky with lovers, in business, in looks, in life. But the longer Sadie knew Marx, the more she thought Sam hadn’t truly understood the nature of Marx’s good fortune. Marx was fortunate because he saw everything as if it were a fortuitous bounty. It was impossible to know – were persimmons his favorite fruit, or had they just now become his favorite fruit because there they were, growing in his own backyard? He had certainly never mentioned persimmons before. My God, she thought, he is so easy to love.
On short-term affairs (a line of reasoning I would struggle with):
“Long relationships might be richer, but relatively brief, relatively uncomplicated encounters with interesting people could be lovely as well. Every person you knew, every person you loved even, did not have to consume you for the time to have been worthwhile.”
Some parts were better than others.
I don't know if the attack on the video game company in 2005 makes sense; the one guy's wife had left him for a woman she met in a video game?
I had some issues & questions about the position of the narrator. I got stuck on the brief summary
Did I have issues with the book? Well, of course! The characters are irritating and wholly unrealistic, from Sadie the manic pixie mean girl who holds petty grievances against her 'best friend' and has bad taste in men, to Sam, who is only marginally less pathetic than Jude from A Little Life. Marx, the good-looking plot device of a best friend turned love interest, ticks so many boxes that he's just crying out for a Netflix adaptation. Also, the writing veers between narrative voices like Daisy Jones and is insultingly simplistic in places: “The poor man’s Chris Cornell,” Marx whispered, referencing the lead singer of the grunge band Soundgarden. Also, yes, I do know what doppelganger means and I'm embarrassed for any Americans who fall into Sam's dismissive demographic.
Quick to read, glad to finish.
This is not the easiest book to read if you are not very familiar with gaming, as I am not. The gaming aspect is very strong and told in intricate detail. It pays off to read something totally out of your comfort zone. You might learn something new. Enjoy the ride.
Thank you NetGalley and Knopf for a copy of this book.
Samson
While it’s true this is story that is told around video games, that’s not what it’s about. This is about two young people who find each other at a very vulnerable time and
Gabrielle Zevin is a uniquely gifted writer that never tells the same story twice, there’s no formula, genre, often talking what feels like a hard pivot between books. The single constant is her ability to craft a rich, engaging story with deeply human characters. She is the character actor of writers, immersive, method, and a beat all her own. There’s so much I deeply loved about these characters, their journey, the very honest and raw nature of their connection. Ultimately, for me, the story ended up feeling uneven in the second half, almost overloaded.
I think Tomorrow, and Tomorrow, and Tomorrow is a highly discussable book, an excellent pick for a buddy read. I recommend for fans of Robin Slone. Paramount has the movie rights to this so keep an eye out!
I received a digital copy from Knopf Doubleday Publishing Group.
They meet again as college students with her at MIT and him at Harvard. She's in a gaming class and somehow the two of them decided to make a game together with the assistance of Sam's Roommate Marx. When the game Ichigo is a hit, the three of them form a company to make and market their games.
Along the way, they all have personal successes and failures and business successes and failures. Their friendships wax and wane. Even though each of the characters was a deeply flawed personality, I enjoyed learning about them and watching them grow and change over the years.
The story had a complex timeline with lots of changes of viewpoint and lots of flashbacks. Each was more fascinating than the last. Sam's chronic pain was woven throughout the story and helped define his personality. Sadie suffered from bouts of depression. Marx was the most normal though he was dealing with his own issues too.
The story was filled with issues from the chauvinism Sadie faces as a female game developer to Sam and Marx's Asian heritages to each character's basic loneliness and feelings of isolation.
It is a hard book to describe since it is a story of long friendships and love in many forms, and it is a story about work in a field that makes many demands on those in it. I enjoyed this book very much.
Tomorrow, and Tomorrow, and Tomorrow is a story about Sadie and Sam's friendship and game development partnership over the years. I had concerns going in that it would be everything I hated about Ready Player One, but thankfully Zevin treads a very different path with regard to gaming
However, the one constant issue I had with the quarter of the book I read was the narration. Instead of allowing scenes to happen and flow organically, we're given highly summarized snapshots, and even then, the narrator goes off on tangents to describe elements of a character's past or to insert a future interview snippet. This makes the read feel bogged-down and heavy - which is disappointing as it's very clear that Zevin is a great writer, and I did want to know what happened with the characters. I just really was not enjoying the read enough to keep going and push through another 75% of it.
Thank you to Knopf Doubleday and NetGalley for providing a copy for review.
The three main characters, Sadie, Sam and Marx were likable and they each brought a different talent to the games they developed. Sam and Sadie met when they were pre-teens and formed a deep friendship, then went years without seeing each other. They just happened to bump into each other years later when they were finishing up with college and that meeting led to them teaming up with Marx to develop a game.
These three had some complicated relationships. I loved their friendships and their interactions with other characters in the story. At one difficult point in the story I felt like the author wrote so compassionately about what Marx was going through. This portion was my favorite part of the book because it was so touching.
I’m not going to lie—there was a lot of talk about the games they developed and at times my attention wavered, but overall this was a great read.
Many thanks to NetGally and Knopf Publishing Group for allowing me to read and advance copy. I am happy to give my honest review.
Author: Gabrielle Zevin
Publisher: Knopf Doubleday Publishing Group, Knopf
Reviewed By: Arlena Dean
Rating: Five
Review:
"Tomorrow, and Tomorrow, and Tomorrow by Gabrielle Zevin
My Assessment:
The story was wonderfully delivered to the reader about how this
Thanks to Knopf Publishing Group and NetGalley for this arc in exchange for my review.
So, it was a surprise going in. Video games play a large part of the book and that is
On first meeting the adult characters, I thought - oh, I'm not keen on them at all. And then I realized how 'real' they were. Zevin hasn't sugar coated anything. Each and everyone of them has strengths and weaknesses. And yes, I was talking out loud quite often, questioning the actions, decisions and paths that Zevin sets her players on. They were perfect in their realistic portrayal. All of the emotions you can think of are found in the lives of Sadie, Sam, Marx over the course of decades. The supporting characters are just as well drawn. And I was completely immersed in their lives. Each of the lead three is given a voice and we are privy to their thoughts, emotions and actions.
And where do all those years take the three? Sometimes where I wanted and often where I didn't want to go. But again, Zevin has written "the good, the bad and the ugly' paths for her characters to travel. Just as we do.
I chose to listen to Tomorrow, and Tomorrow, and Tomorrow. Which really worked for me - I was drawn into the story in a way a print book would not have. The reader was Jennifer Kim and I thought she was a great choice. Her voice suits the plot and style of writing. Her voice is clear, easy on the ears and enunciated well. Her speed of speaking is just right. She captures Zevin's characters and plotting easily, giving movement to her narration. Julian Cihi has a lesser role as a narrator, but again, the voice is perfect for the mental pictures I had drawn of the characters. A wonderful presentation of a book I didn't think I would enjoy. I was so very wrong - I loved it.
Don't wait for tomorrow - pick up a copy of Tomorrow, and Tomorrow, and Tomorrow today.
I'm quitting this at 16%. I requested it because I loved 'The Storied Life of AJ Fikry' so much, but I am not the right reader for this book. It reads young adult to me and it is about gaming, a genre and activity I have no interest
“Marks was a prodigious reader and he felt like Sadie might be the
from Tomorrow and Tomorrow and Tomorrow by Gabrielle Zevin
In the 90s, my son and husband bought me The Sims. They were both gamers and thought I needed to be
Our son and my husband still game, sharing tips. Right now my husband is building a railroad. I can hear the ‘choo choo’ sounds now and then. Our son’s friends all game and they have known each other since college days when they gamed three or four times a week. Now working men, they game online weekly.
I still don’t game. I read. I have always read. Back in 1969 when I was a high school junior I purchased Immortal Poems of the English Language; mind you, I got $2 a week allowance and I spent 90 cents on this book. I loved poetry. And one poem I underlined and later highlighted was Tomorrow and Tomorrow and Tomorrow from Shakespeare’s Macbeth, a work I had not yet even read.
Tomorrow, and tomorrow, and tomorrow,
Creeps in this petty pace from day to day
To the last syllable of recorded time,
And all our yesterdays have lighted fools
The way to dusty death. Out, out, brief candle!
Life’s but a walking shadow, a poor player
That struts and frets his hour upon the stage
And then is heard no more: it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.
from Macbeth by William Shakespeare
Pretty dark stuff.
To Marx, a character in Gabrielle Zevin’s remarkable novel named for that Macbeth speech, a game offered something life did not: a do over, as many as you need to get it right.
Few of us get it right in life, and Zevin’s characters are just human. There is Sam Masur whose crushed foot encompasses his life in deep paid for decades. And Sadie Green, the gamer girl who became his soul mate when they meet at eleven years old. They fit together, until they didn’t. Sam is unable to be open about his feelings and pain and needs, Sadie making assumptions about Sam’s motives and actions.
Marx, Sam’s college roommate, loves them both and is the oil that keeps things going. Especially when the group embarks on creating their own game, which becomes a huge hit and propels them into fame.
Over decades, these characters come together and separate, battling demons and each other. It’s a riveting story that I could not wait to get back to every night, reading past my normal bedtime. My heart was broken several times. They are visited with worldly grief and pains, abuse, loss, death, hurt. Years pass without Sam and Sadie speaking to each other.
Then they get a do-over. And our hearts soar.
You can play Sadie’s first game, Emily Blaster here.
On a personal note, I loved the use of William Morris’ textile design The Strawberry Thief which informs Marx’s experience. And that Sam found a dog that was part Shiba Inu, our breed of choice for 30 years. It was fun coming across games that our son played as a kid, like Oregon Trail.
My son called dibs on reading this book next. He was a writing major, but it was his gaming experience that landed him a job that turned into his career. You have to love that.
Thanks to #AAKnopf for a free book.
A true insight into how our internal, emotional lives steer the ship in our relationships. How the relationships we have with people, no matter how complicated, are the glue that holds us together.
The novel features two characters, Sadie and Sam, who meet as children and bond over video games. Zevin then shares the ups and downs of their personal and
It’s just been awarded the 2022 Goodreads Choice Award for Fiction so my disappointment with the story seems to be uncommon. I thought the focus on gaming might be a barrier but that wasn’t an issue, though I’m not a gamer I found the industry details quite interesting. My issue was that even while I actually really liked the portrayal of the complicated relationship between Sadie and Sam, I didn’t care for them as individual characters. The disconnect meant I struggled to stay interested, which was not helped by problematic pacing.
Tomorrow, Tomorrow and Tomorrow has a lot of stans, unfortunately I’m not one of them.
However, when they meet again, Sadie asks Sam to review a game she has created. In doing so, Sam and Sadie are brought back together. Their collaboration along with Sam's roommate and guidance from Sadie's teacher/married lover, jolts them into stardom. They become extremely successful, but with success comes tragedy.
Sam and Sadie love each other, but never become romantically involved. Rather, this story tells a tale of ups and downs that life takes and it is a journey of missteps, as well as ambition, heartache, and forgiveness.
A cleverly written story in the world of video games which will appeal to those who are gamers, especially.
Heartbreaking at times, and at other times, hopeful - it is an epic story.
Reminiscent of one of my favorite movies, "A Home at the End of the World." This is more than just a story about video game development, it is more than a nostalgia trip. It's about the power of love and friendship. This book made me cry, and that is a rare thing for a book to do. The