

Tomorrow, and Tomorrow, and Tomorrow: A novel




M**Y
One of my favorite books ever
I loved this book completely. I think we don’t have nearly enough love stories about love between friends and that was what this book boiled down to for me. There was so much more to it but at Tim’s heart, it was about how the love of friends changes us forever.
E**U
A Love Letter to Video Games (and the friends we made along the way)
This book seems to be sweeping the nation as the new “The Fault in Our Stars“. It’s got higher than 4 and a quarter stars for having 300,000 reviews, which means it’s a box office smash (at least as far as books ago). So what is it about? Is it a romance? An adventure? A family saga?Kind of all three, but also not all three. It’s the story of two people who create a video game company. These two, a girl and a guy, used to be friends as pre-teenagers, but had a falling out. In college, they both fall into programming which leads to video game making, which leads to the story at hand as they become friends and business partners. Also, it’s about the other people that come into their life as a result of that, such as the best friend/roommate who goes from theater major to video game producer and the girl’s college professor. The story takes place from 1995 up to present day.Let’s talk about the two main characters. One is Sam. His trauma is that he has a foot that was broken in a million places, a handicap which has made him taciturn and stoic, though he reads like autistic–overanalytical, judgemental, aloof.The second is Sadie who also found solace in video games, as her sister had childhood cancer and became the focus of the family’s attention. She bonded with Sam since they both were often in the children’s ward of the hospital. Sadie has bouts of depression and insecurity, even though she’s a game-making genius. This leads to an affair with her foreign-born video game professor who’s one of “those” types (egotistical, pompous, always thinks he’s right and everyone else’s opinion is wrong) and much unhealthy relationshippage occurs.From the first chapter, I wasn’t sure how this would go down. Since the first main character is Sam, it sounded “The Curious Incident of the Dog in the Night-Time“. The writing sounded like writing. The dialogue did not sound like how people talk. But I gave it the benefit of the doubt and continued. It starts out almost being a sick kids romance (The Fault in Our Stars, Everything, Everything, Five Feet Apart) But I was able to get past that and into the core of the book, which is about the creation of video games–what ludonarration means, video games as art, as ways to make the audience feel something.It romanticizes the idea of video game development, ignoring things like “crunch time“, running a business, office politics, and other meta elements that come with complex media production. Instead, the author focuses on the relationship between the people working on the project (e.g. game producers as public figures such as Will Wright or Richard Garriott).The author is writing video games not as they were but how she wishes they could be. Which would be fine… if the majority of this book didn’t take place in the past. See, the big video game they make is called “Ichigo” and the way they talk about it, it seems to be along the lines of “Limbo” or “Undertale”. It sounds artsy and avant-garde, which would be fine if this took place today. But in 1995, there were no such things. Video games didn’t make people cry in 1995. And they certainly weren’t used as pack-in games for new consoles, which is what this game becomes (as part of a plot point). The top games in 1995 were Quake, Duke Nukem 3-D, Command and Conquer, Super Mario 64, etc. War games. Shooters. Well-established franchises.You couldn’t be successful unless you were at least a little bit commercial. There is no freakin’ way someone would have made an artsy game as the pack-in. (They weren’t even using pack-ins anymore by this time.) And certainly not a game from a new unproven studio with just two people. There were no Bastions or Insides or Journeys or even Bioshocks that you could point to and say “here’s a successful example of the video game we’re making and that’s why this is going to work.”So that’s what bothers me the most–the backdrop is not plausible, and I pointed out a hundred times where “this wouldn’t have happened”, “no way should this have happened”, “the industry would have reamed them out if this happened”. The only game during this era I could even try to point to that succeeded was “Myst”. And that game succeeded because it had a big new gimmick–the CD-ROM which allowed complex graphics and FMVs. No such innovations in this book. It wasn’t until 2003 that companies started taking chances with non-traditional games (e.g. “Katamari Damacy” and “Shadow of the Colossus“).On the other hand, maybe this is the author writing about video games and how they evolved as she wishes they had been. Instead of it all being guns and gore and misogynistic heroes like Duke Nukem and Solid Snake, she wrote a universe where video games catered toward all genders instead of just guys. There’s no reason video games had to be marketed toward boys. It was just what they did in the eighties because executives believed in “there are toys for boys and toys for girls and there is no crossover.”There is good writing here. I particularly fell for the beautiful chapter in the third act break (no spoilers!). If you don’t know anything about video games as an industry, you will enjoy this book. If you do, you will probably be tempted to throw it away because of how unrealistically it portrays the industry. Myself, I’m halfway on it. The story itself feels like something that could make an excellent Netflix short series. The video game backdrop drove me nuts, but I’d be lying if I said this wasn’t the kind of book I wish I could write.
P**Z
Video Games and Lifelong Friendships
As somebody who grew up with Pong and Tetris, I was well past the video gaming sensation that was Donkey Kong and Frogger and the games of the 1981 era. But I loved everything about this novel that begins with 2 innocent kids in a hospital unit in the 80’s.I love the way the author unfolds what it is like to be a multi cultural human, an Asian human, a Jewish human, a genius, in a society that rarely celebrates others. Although I am not a big gamer, I enjoyed almost every moment of this book.The relationship between Sadie and Sam and Marx was joyous and heartbreaking, Each section of the book had a slightly different style and tone which I railed against and simultaneously embraced. Although I will always root for best friends to end up together as life partners - I can understand the tension that builds when two strong creative forces butt heads whether it be over video games, over hospital stays, over love,or over a company.Thank you to Gabrielle Zevin who continues to remind us that love is love is love and marriage equality is an important right, and that our world is made up of beautifully culturally unique people who brilliantly unfold during a novel.SPOILERSI wept at NPC - and Marx telling the story of the shooting.I got so frustrated at PIONEERS until I understood why the book took a tonal shift.Thank you for this gift that made me reconnect with what I love so much about video games; they are not just silly fun, but worlds to explore.
C**Y
fantastic characters and story
I just loved it. Not a gamer myself but I connected so much to the characters and life and love and just how fleeting life can be. Gabrielle wrote and depicted friendships so beautifully . True friendships are not perfect, they are not a straight line. Sometimes we have to start from the beginning again… more than once .
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