



Tomorrow, and Tomorrow, and Tomorrow
A novel
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4.3 • 1.7K Ratings
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- $13.99
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- $13.99
Publisher Description
NEW YORK TIMES BEST SELLER • Sam and Sadie—two college friends, often in love, but never lovers—become creative partners in a dazzling and intricately imagined world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality. It is a love story, but not one you have read before.
"Delightful and absorbing." —The New York Times • "Utterly brilliant." —John Green
One of the Best Books of the Year: The New York Times, Entertainment Weekly, TIME, GoodReads, Oprah Daily
From the best-selling author of The Storied Life of A. J. Fikry: 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.
These friends, intimates since childhood, borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo. Overnight, the world is theirs. Not even twenty-five years old, Sam and Sadie are brilliant, successful, and rich, but these qualities won’t protect them from their own creative ambitions or the betrayals of their hearts.
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 examines the multifarious nature of identity, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love.
APPLE BOOKS REVIEW
In Gabrielle Zevin’s brilliant novel, childhood friends Sadie and Sam are inspired by a mutual love of ’80s-era Nintendo classics to create their own video game empire. Spanning 30 years, Tomorrow, and Tomorrow, and Tomorrow explores its young heroes’ differing ambitions. Sadie wants to make great art in a sexist industry. Sam, who is managing chronic pain, craves the immortality of a make-believe universe. With remarkable fluency, Zevin lets the world-building within Sadie and Sam’s games mirror the exciting and sometimes terrible twists of their personal lives. Regardless of whether you’ve ever held a joystick, this book is a page-turning, heartbreaking experience. By the end, you’ll want to reboot and start over.
PUBLISHERS WEEKLY
Zevin (Young Jane Young) returns with an exhilarating epic of friendship, grief, and computer game development. In 1986, Sadie Green, 11, visits a children's hospital where her sister is recovering from cancer. There, she befriends another patient, a 12-year-old Korean Jewish boy named Sam Masur, who has a badly injured foot, and the two bond over their love for video games. Their friendship ruptures, however, after Sam discovers Sadie's been tallying the visits to fulfill her bat mitzvah service. Years later, they reconnect while attending college in Boston. Sam is wowed by a game Sadie developed, called Solution. In it, a player who doesn't ask questions will unknowingly build a widget for the Third Reich, thus forcing the player to reflect on the impact of their moral choices. He proposes they design a game together, and relying on help from his charming, wealthy Japanese Korean roommate, Marx, and Sadie's instructor cum abusive lover, Dov, they score a massive hit with Ichigo, inspired by The Tempest. In 2004, their virtual world-builder Mapletown allows for same-sex marriages, drawing ire from conservatives, and a violent turn upends everything for Sam and Sadie. Zevin layers the narrative with her characters' wrenching emotional wounds as their relationships wax and wane, including Sadie's resentment about sexism in gaming, Sam's loss of his mother, and his foot amputation. Even more impressive are the visionary and transgressive games (another, a shooter, is based on the poems of Emily Dickinson). This is a one-of-a-kind achievement. Agent: Doug Stewart, Sterling Lord Literistic.
Customer Reviews
Wonderful book
Leaves you wishing it never ended. A beautifully written story about friendship, differences and understanding.
What Goes Unsaid
Gabrielle Zevin left no stone unturned, bandage in-place, or social trope in her inventory while delivering an electric novel. Books like this are as complete a dialogue about life and all of its pain, joy, and the mess in-between. Like a reflection in an indigo lake, her characters fascination with being gamers, mirrors why some of us are readers.
Though we see events from many stages of life, it’s Zevin’s exploration of the uncertainty and anxiety of youth that serves as a driving theme in the story. Specifically, the almost violent point where the idealized perceptions of youth meet the compromising reality and judgements of the world. On a deeper level we see how the singular passion of youth occasionally manifests as creative genius.
For many there is a treasure chest of topics to enjoy in the video gaming world she builds for us. Including the highs, lows, and intricacies of the gamer’s experience. I am particularly enthralled by Zevin’s leveraging video games as a larger representation of every fascinating and depressing thing about the real world. We are challenged to weigh the pros and cons between the two “realities” and how we face life in each.
Zevin’s voice and characterizations are refreshing and hard to shake. Her style crafts the kind of story that puts the joy in reading. It’s the book you wish could write and our glad to have read. Her masterful use of the omnipotent perspective gives us characters with real depth and dynamic qualities. The themes blend perfectly together pulling us from one revelation to another.
As Zevin clearly states this book is a love song in many respects. A love song to artists and makers as well as the creative process. For me it was a reminder that life is for living, here and now. That if we are present and fully engaged we will see the magnificence of being and, when the end comes, exude the gratefulness that it happened at all.
What If?
The story was well-conceived, and shared with the reader many of the dimensions of the gaming, and the creative, experience. It did so honestly, and paralleled Fikry’s style of rich and complicated people intersecting and drifting apart. It was easy to locate oneself in the text. Those intersections where richly-imagined characters met were the primary focus of the writing, and threw sparks while they invited the sharing of paths. The novel blurred the boundaries between the lived and the imagined, and preferred neither. This was a tale worth telling.