Solid book
Solid---good book. Kind of reminded me of The Interestings.
Hardcover, 401 pages
English language
Published July 5, 2022 by Knopf.
In this exhilarating novel, 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. 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 …
In this exhilarating novel, 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. 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 is a dazzling and intricately imagined novel that 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. Yes, it is a love story, but it is not one you have read before.
Solid---good book. Kind of reminded me of The Interestings.
I was very excited for this book after having read a lot of rave reviews about it.
I just could not get into it. This is very much a book where the characters are not particularly likeable. And this book showed me that I'm really not into books that go that route. There was no character growth and just constant tension between the characters as they all acted pretty shitty towards each other while feeling they were completely in the right.
I'm glad for those that enjoyed it. It dragged on and was a very close DNF for me.
There is a beginning and a middle. The end it's up to you.
I loved a lot of this: the deep character building; the reality-details; and the odd topic of early game development. I found at the end, though, that I didn't love it as much as I had while I'd been reading. I grew to dislike Sadie pretty strongly, and felt like her character didn't get as much development as the men, and therefore her choices and behaviors felt abrupt and awful. I'm annoyed that the one woman in the book wasn't treated as carefully and fully as the other two--it really spoiled the whole barrel for me. Having said that, the story and the writing are pretty amazing in how they pull you in and don't let go.
I had heard almost zero criticism of this book prior to reading it, so I went into it with high hopes, and expected to enjoy it. Not only did I enjoy it, but it's one of the best books I've ever read, and it's the type of book I could see myself doing annual rereads of. It was that good, and it had its hooks in me from the start.
Despite the three main characters being about a decade older than me, I found myself easily identifying with them, and feeling like they could have been friends of mine. The camaraderie the three of them shared was a delight to behold, as they navigated their 20s and 30s and dealt with the normal issues 20 and 30somethings deal with, in addition to their own demons. Sam and Sadie's relationship is especially turbulent at times, and they sometimes made me want …
I had heard almost zero criticism of this book prior to reading it, so I went into it with high hopes, and expected to enjoy it. Not only did I enjoy it, but it's one of the best books I've ever read, and it's the type of book I could see myself doing annual rereads of. It was that good, and it had its hooks in me from the start.
Despite the three main characters being about a decade older than me, I found myself easily identifying with them, and feeling like they could have been friends of mine. The camaraderie the three of them shared was a delight to behold, as they navigated their 20s and 30s and dealt with the normal issues 20 and 30somethings deal with, in addition to their own demons. Sam and Sadie's relationship is especially turbulent at times, and they sometimes made me want to scream, but their friendship and love for each other always won out in the end. Marx was the glue that kept it all together, and for me was the star of the story, the hero that Sam, Sadie, and others in their orbit needed.
I could go on and on, but it's best if you just read it for yourself. Tomorrow, and Tomorrow, and Tomorrow is many things. It's smart, funny, empowering, nostalgic, and even tragic. To me, the word that describes it best is masterpiece.
Wow, what an unexpected gem. I saw this book on a bunch of best-read lists for 2022, and I was drawn in by the description. I thought I'd be reading a fictionalized version of the history of building video games, like Console Wars, but I got this beautiful book about friendship instead. The closest comparison I can make is The Amazing Adventures of Kavalier & Clay by Michael Chabon. Regardless, this book deserves all the accolades it has been receiving.
Tomorrow, and Tomorrow, and Tomorrow had some of the most emotional moments I’ve read in a while. There are stretches of the book that are really quite moving, some quite sad. The characters are not always likeable but it fits. The classic 80s-90s video game content hits the right nostalgia buttons.
At it's best moments, this book does a really great job of being both about games and evoking the if-then logic of games and game decision points. It also has interesting stuff about game engines (how they shape and constrain creation) and collaboration (the Jobs+Woz dynamic of a salesperson and a designer). It also feels like it was written for late Gen-X or early Millenials - references to Donkey Kong, Oregon Trail, Everquest, etc.
I think I would've liked it more if it were shorter...I liked the first half much better than the second, and some of that is because the latter half ends up pulling in mass shootings and 9-11 in a way that didn't feel like it connected with the core of the novel.
I should add that I listened to this, and I do think reading it would provide even more of that if-then logic. It's hard …
At it's best moments, this book does a really great job of being both about games and evoking the if-then logic of games and game decision points. It also has interesting stuff about game engines (how they shape and constrain creation) and collaboration (the Jobs+Woz dynamic of a salesperson and a designer). It also feels like it was written for late Gen-X or early Millenials - references to Donkey Kong, Oregon Trail, Everquest, etc.
I think I would've liked it more if it were shorter...I liked the first half much better than the second, and some of that is because the latter half ends up pulling in mass shootings and 9-11 in a way that didn't feel like it connected with the core of the novel.
I should add that I listened to this, and I do think reading it would provide even more of that if-then logic. It's hard to pay close attention to structure (the book does some interesting stuff with chapter titles and branching logics at one point that doesn't translate as well in an audiobook).
4.5 stars. I had a few doubts at points along the way, but in the end this lived up to the hype. It was just as good as everyone said (NYT, NPR, Kirkus). This great Bob Lefsetz post convinced me that I needed to read it. I was seriously hooked by the third chapter. Engaging, entertaining, thought-provoking and funny. I cared a lot about the characters.
It was nostalgic, with depth. I appreciate the themes of video games and theatre, and the friendship love story.
I actually related to a lot of things in this book.I married a game developer. I loved doing theatre in high school and college. I’m 9-10 years younger than the main characters, so their childhood and college years were a different timeframe, technologically, but most were timeframes that I remembered nostalgically.
I don’t know what the overlap is between those who have read this book and those who have participated in game development, but most of the reviews I’m seeing are from people who say they don’t know too much about games. That’s fine, but I’m just curious. Like, how many other people have read this book that have also, for example, opened Unreal Engine? Is it just me?
This is a beautifully told story about love and friendship, and how those two terms can both describe a single relationship. Love, work, and love of work are central themes.
The story focuses on Sam and Sadie, who meet as kids, by accident. They are a couple of brilliant introverts with a common interest in video games. Years later, they run into each other again, by chance, and it is Sam who is determined to stay in touch, with the specific hope of making games with Sadie. Eventually, they do just that, and by this time, there are other people in both of their lives, especially Marx, Sam’s college roommate, foil, and protector. Marx is an extroverted thespian into Shakespeare who coaxes Sam into bonding with him.
Sam has known trauma and adversity, is awkward socially, and is also self-conscious about a physical disability. Sadie must navigate the challenges of …
This is a beautifully told story about love and friendship, and how those two terms can both describe a single relationship. Love, work, and love of work are central themes.
The story focuses on Sam and Sadie, who meet as kids, by accident. They are a couple of brilliant introverts with a common interest in video games. Years later, they run into each other again, by chance, and it is Sam who is determined to stay in touch, with the specific hope of making games with Sadie. Eventually, they do just that, and by this time, there are other people in both of their lives, especially Marx, Sam’s college roommate, foil, and protector. Marx is an extroverted thespian into Shakespeare who coaxes Sam into bonding with him.
Sam has known trauma and adversity, is awkward socially, and is also self-conscious about a physical disability. Sadie must navigate the challenges of being the only woman in a room of gamers and struggles to be taken seriously in her career. She is also preyed upon by an important college professor.
After Sadie and Sam take a semester off school to produce a game that is ready for prime time, they launch their own company, called Unfair Games. Marx becomes their producer, a role for which he is perfectly suited.
Though Sadie and Sam are extremely close, their pasts and their insecurities will inform how they perceive each other over time. Misunderstandings, missed opportunities, along with their different perspectives make for a very unusual and rocky love story. And, through it all, Marx has an ever changing relationship with each one of them. He is the calm, happy one, providing support to them and keeping the company running.
The story of Sadie and Sam involves a tragic turn, to which they each react very much according to their characters. And author Gabrielle Zevin cleverly relates the games they play to the journey and choices make in real life.
Thank you to Knopf Doubleday Publishing Group and Netgalley for this amazing experience.