Tomorrow, and Tomorrow, and Tomorrow: A novel
Read sample
Customer reviews

Tomorrow, and Tomorrow, and Tomorrow: A novel

by

Gabrielle Zevin

(Author)

4.4

-

95,875 ratings


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.

Kindle

$13.99

Available instantly

Audiobook

$0.00

with membership trial

Hardcover

$14.71

Paperback

$17.10

Buy Now

Ships from

Amazon.com

Payment

Secure transaction

ISBN-10

0593321200

ISBN-13

978-0593321201

Print length

416 pages

Language

English

Publisher

Knopf

Publication date

July 04, 2022

Dimensions

6.4 x 1 x 9.5 inches

Item weight

1.48 pounds


Popular Highlights in this book

  • There is a time for any fledgling artist where one’s taste exceeds one’s abilities. The only way to get through this period is to make things anyway.

    Highlighted by 20,331 Kindle readers

  • This is what time travel is. It’s looking at a person, and seeing them in the present and the past, concurrently. And that mode of transport only worked with those one had known a significant time.

    Highlighted by 13,680 Kindle readers

  • You’re incredibly gifted, Sam. But it is worth noting that to be good at something is not quite the same as loving it.

    Highlighted by 9,693 Kindle readers


Product details

ASIN :

B09JBCGQB8

File size :

5746 KB

Text-to-speech :

Enabled

Screen reader :

Supported

Enhanced typesetting :

Enabled

X-Ray :

Enabled

Word wise :

Enabled


Editorial Reviews

One of the Best Books of the Year: The New York Times, TIME, Buzzfeed, Entertainment Weekly, Oprah Daily, Slate, Self.com, Bookpage, Kirkus, SheReads, GoodReads, Goop, and The What List

A New York Times Notable Book of the Year • A Jimmy Fallon Book Club Pick • A Time Must-Read Book of the Year • A Washington Post Notable Work of Fiction • BookPage Best Fiction of the Year

"Delightful and absorbing...Zevin burns precisely zero calories arguing that game designers are creative artists of the highest order. Instead, she accepts that as a given, and wisely so, for the best of them plainly are...Expansive and entertaining...Dozens of Literary Gamers will cherish the world she’s lovingly conjured. Meanwhile, everyone else will wonder what took them so long to recognize in video games the beauty and drama and pain of human creation." —Tom Bissell, The New York Times

"A tour de force... A moving demonstration of the blended power of fiction and gaming....Zevin describes herself as 'a lifelong gamer.' That level of experience could very well have produced a story of hermetically sealed nostalgia impenetrable to anyone who doesn’t still own a copy of 'Space Invaders.' But instead, she’s written a novel that draws any curious reader into the pioneering days of a vast entertainment industry too often scorned by bookworms. And with the depth and sensitivity of a fine fiction writer, she argues for the abiding appeal of the flickering screen." —Ron Charles, The Washington Post

“Whatever its subject, when a novel is powerful enough, it transports us readers deep into worlds not our own. That's true of Moby Dick, and it's certainly true of Tomorrow, and Tomorrow, and Tomorrow, which renders the process of designing a great video game as enthralling as the pursuit of that great white whale….There are…smart ruminations here about cultural appropriation, given that the game, Ichigo, is inspired by Japanese artist Hokusai's famous painting The Great Wave at Kanagawa….It's a big, beautifully written novel about an underexplored topic, that succeeds in being both serious art and immersive entertainment.” —Maureen Corrigan, NPR’s Fresh Air

"Engrossing....Though it contains plenty of nostalgia for the pioneer age of 1990s game design, this isn’t primarily a novel of nerdy insider references....Videogames happen to be the medium by which [Zevin's characters] best express themselves and share in each other’s life." —Sam Sacks, The Wall Street Journal

“Woven throughout [Tomorrow, and Tomorrow, and Tomorrow] are meditations on originality, appropriation, the similarities between video games and other forms of art, the liberating possibilities of inhabiting a virtual world, and the ways in which platonic love can be deeper and more rewarding—especially in the context of a creative partnership—than romance.” —The New Yorker

"Tomorrow, and Tomorrow, and Tomorrow is a celebration of the narratives, in video games and in life, that reinforce just how important connection really is. In following Sam and Sadie’s journey from Massachusetts to California and into the imagined worlds of their games, Zevin writes the most precious kind of love story." —Annabel Gutterman, Time

“The story of three brilliant kids who found a videogame company, this book is about so much more—friendship, love, loyalty, violence in America and the magic of invented worlds. Gorgeous.” —Kim Hubbard, People

"Zevin is a great writer who makes you care deeply about her characters....Tomorrow, and Tomorrow, and Tomorrow resonated with me for personal reasons, but I think Zevin’s exploration of partnership and collaboration is worth reading no matter who you are. Even if you’re skeptical about reading a book about video games, the subject is a terrific metaphor for human connection." —Bill Gates

"You don’t have to be a gamer to appreciate the pulsing heart of this best-seller: In a story spanning three decades and references from Oregon Trail to Macbeth, Gabrielle Zevlin has written a modern, definitive story about work, love, and friends for whom you’d do and risk everything." —Keely Weiss and Halie Lesavage, Harper’s Bazaar

“A remarkably absorbing portrait of friendship, identity, and the urge to create something beautiful, whether it be on the page or in pixels….Zevin…clearly knows her way around an RPG, but it's the analog intimacy of Tomorrow's wise, sensitive storytelling that stays.” —Leah Greenblatt, Entertainment Weekly

"I’ve never played a video game in my life, and I was sucked into this book like it was Halo and I was a socially awkward tween in 2001. Really, this isn’t just a book for people who understand life through the pixels, but for people who understand life through stories." —Jenny Singer, Glamour


Sample

Chapter 1

Before Mazer invented himself as Mazer, he was Samson Mazer, and before he was Samson Mazer, he was Samson Masur—a change of two letters that transformed him from a nice, ostensibly Jewish boy to a Professional Builder of Worlds—and for most of his youth, he was Sam, S.A.M. on the hall of fame of his grandfather’s Donkey Kong machine, but mainly Sam.

On a late December afternoon, in the waning twentieth century, Sam exited a subway car and found the artery to the escalator clogged by an inert mass of people, who were gaping at a station advertisement. Sam was late. He had a meeting with his academic adviser that he had been postponing for over a month, but that everyone agreed absolutely needed to happen before winter break. Sam didn’t care for crowds—being in them, or whatever foolishness they tended to enjoy en masse. But this crowd would not be avoided. He would have to force his way through it if he were to be delivered to the aboveground world.

Sam wore an elephantine navy wool peacoat that he had inherited from his roommate, Marx, who had bought it freshman year from the Army Navy Surplus Store in town. Marx had left it moldering in its plastic shopping bag just short of an entire semester before Sam asked if he might borrow it. That winter had been unrelenting, and it was an April nor’easter (April! What madness, these Massachusetts winters!) that finally wore Sam’s pride down enough to ask Marx for the forgotten coat. Sam pretended that he liked the style of it, and Marx said that Sam might as well take it, which is what Sam knew he would say. Like most things purchased from the Army Navy Surplus Store, the coat emanated mold, dust, and the perspiration of dead boys, and Sam tried not to speculate why the garment had been surplussed. But the coat was far warmer than the windbreaker he had brought from California his freshman year. He also believed that the large coat worked to conceal his size. The coat, its ridiculous scale, only made him look smaller and more childlike.

That is to say, Sam Masur at age twenty-one did not have a build for pushing and shoving and so, as much as possible, he weaved through the crowd, feeling somewhat like the doomed amphibian from the video game Frogger. He found himself uttering a series of “excuse mes” that he did not mean. A truly magnificent thing about the way the brain was coded, Sam thought, was that it could say “Excuse me” while meaning “Screw you.” Unless they were unreliable or clearly established as lunatics or scoundrels, characters in novels, movies, and games were meant to be taken at face value—the totality of what they did or what they said. But people—the ordinary, the decent and basically honest—couldn’t get through the day without that one indispensable bit of programming that allowed you to say one thing and mean, feel, even do, another.

“Can’t you go around?” a man in a black and green macramé hat yelled at Sam.

“Excuse me,” Sam said.

“Dammit, I almost had it,” a woman with a baby in a sling muttered as Sam passed in front of her.

“Excuse me,” Sam said.

Occasionally, someone would hastily leave, creating gaps in the crowd. The gaps should have been opportunities of escape for Sam, but somehow, they immediately filled with new humans, hungry for diversion.

He was nearly to the subway’s escalator when he turned back to see what the crowd had been looking at. Sam could imagine reporting the congestion in the train station, and Marx saying, “Weren’t you even curious what it was? There’s a world of people and things, if you can manage to stop being a misanthrope for a second.” Sam didn’t like Marx thinking of him as a misanthrope, even if he was one, and so, he turned. That was when he espied his old comrade, Sadie Green.

It wasn’t as if he hadn’t seen her at all in the intervening years. They had been habitués of science fairs, academic games, college recruitment events, competitions (oratory, robotics, creative writing, programming), banquets for top students. Because whether you went to a mediocre public high school in the east (Sam), or a fancy private school in the west (Sadie), the Los Angeles smart-kid circuit was the same. They would exchange glances across a room of nerds—sometimes, she’d even smile at him, as if to corroborate their détente—and then she would be swept up in the vulturine circle of attractive, smart kids that always surrounded her. Boys and girls like himself, but wealthier, whiter, and with better glasses and teeth. And he did not want to be one more ugly, nerdy person hovering around Sadie Green. Sometimes, he would make a villain of her and imagine ways that she had slighted him: that time she had turned away from him; that time she had avoided his eyes. But she hadn’t done those things—it would have been almost better if she had.

He had known that she had gone to MIT and had wondered if he might run into her when he got into Harvard. For two and half years, he had done nothing to force such an occasion. Neither had she.

But there she was: Sadie Green, in the flesh. And to see her almost made him want to cry. It was as if she were a mathematical proof that had eluded him for many years, but all at once, with fresh, well-rested eyes, the proof had a completely obvious solution. There’s Sadie, he thought. Yes.

He was about to call her name, but then he didn’t. He felt overwhelmed by how much time had passed since he and Sadie had last been alone together. How could a person still be as young as he objectively knew himself to be and have had so much time pass? And why was it suddenly so easy to forget that he despised her? Time, Sam thought, was a mystery. But with a second’s reflection, he thought better of such sentiment. Time was mathematically explicable; it was the heart—the part of the brain represented by the heart—that was the mystery.

Sadie finished staring at whatever the crowd was staring at, and now she was walking toward the inbound Red Line train.

Sam called her name, “SADIE!” In addition to the rumble of the incoming train, the station was roaring with the usual humanity. A teenage girl played Penguin Cafe Orchestra on a cello for tips. A man with a clipboard asked passersby if they could spare a moment for Muslim refugees in Srebrenica. Adjacent to Sadie was a stand selling six-dollar fruit shakes. The blender had begun to whir, diffusing the scent of citrus and strawberries through the musty, subterranean air, just as Sam had first called her name. “Sadie Green!” he called out again. Still she didn’t hear him. He quickened his pace, as much as he could. When he walked quickly, he counterintuitively felt like a person in a three-legged race.

“Sadie! SADIE!” He felt foolish. “SADIE MIRANDA GREEN! YOU HAVE DIED OF DYSENTERY!”

Finally, she turned. She scanned the crowd slowly and when she spotted Sam, the smile spread over her face like a time-lapse video he had once seen in a high school physics class of a rose in bloom. It was beautiful, Sam thought, and perhaps, he worried, a tad ersatz. She walked over to him, still smiling—one dimple on her right cheek, an almost imperceptibly wider gap between the two middle teeth on the top—and he thought that the crowd seemed to part for her, in a way that the world never moved for him.

“It’s my sister who died of dysentery, Sam Masur,” Sadie said. “I died of exhaustion, following a snakebite.”

“And of not wanting to shoot the bison,” Sam said.

“It’s wasteful. All that meat just rots.”

Sadie threw her arms around him. “Sam Masur! I kept hoping I’d run into you.”

“I’m in the directory,” Sam said.

“Well, maybe I hoped it would be organic,” Sadie said. “And now it is.”

“What brings you to Harvard Square?” Sam asked.

“Why, the Magic Eye, of course,” she said playfully. She gestured in front of her, toward the advertisement. For the first time, Sam registered the 60-by-40-inch poster that had transformed commuters into a zombie horde.

SEE THE WORLD IN A WHOLE NEW WAY.

THIS CHRISTMAS, THE GIFT EVERYONE WANTS IS THE MAGIC EYE.

The imagery on the poster was a psychedelic pattern in Christmas tones of emerald, ruby, and gold. If you stared at the pattern long enough, your brain would trick itself into seeing a hidden 3D image. It was called an autostereogram, and it was easy to make one if you were a modestly skilled programmer. This? Sam thought. The things people find amusing. He groaned.

“You disapprove?” Sadie said.

“This can be found in any dorm common room on campus.”

“Not this particular one, Sam. This one’s unique to—”

“Every train station in Boston.”

“Maybe the U.S.?” Sadie laughed. “So, Sam, don’t you want to see the world with magic eyes?”

“I’m always seeing the world with magic eyes,” he said. “I’m exploding with childish wonder.”

Sadie pointed toward a boy of about six: “Look how happy he is! He’s got it now! Well done!”

“Have you seen it?” Sam asked.

“I didn’t see it yet,” Sadie admitted. “And now, I really do have to catch this next train, or I’ll be late for class.”

“Surely, you have another five minutes so that you can see the world with magic eyes,” Sam said.

“Maybe next time.”

“Come on, Sadie. There’ll always be another class. How many times can you look at something and know that everyone around you is seeing the same thing or at the very least that their brains and eyes are responding to the same phenomenon? How much proof do you ever have that we’re all in the same world?”

Sadie smiled ruefully and punched Sam lightly on the shoulder. “That was about the most Sam thing you could have said.”

“Sam I am.”

She sighed as she heard the rumble of her train leaving the station. “If I fail Advanced Topics in Computer Graphics, it’s your fault. She repositioned herself so that she was looking at the poster again. “You do it with me, Sam.”

“Yes, ma’am.” Sam squared his shoulders, and he stared straight ahead. He had not stood this near to Sadie in years.

Directions on the poster said to relax one’s eyes and to concentrate on a single point until a secret image emerged. If that didn’t work, they suggested coming closer to the poster and then slowly backing up, but there wasn’t room for that in the train station. In any case, Sam didn’t care what the secret image was. He could guess that it was a Christmas tree, an angel, a star, though probably not a Star of David, something seasonal, trite, and broadly appealing, something meant to sell more Magic Eye products. Autostereograms had never worked for Sam. He theorized it was something to do with his glasses. The glasses, which corrected a significant myopia, wouldn’t let his eyes relax enough for his brain to perceive the illusion. And so, after a respectable amount of time (fifteen seconds), Sam stopped trying to see the secret image and studied Sadie instead.

Her hair was shorter and more fashionable, he guessed, but it was the same mahogany waves that she’d always had. The light freckling on her nose was the same, and her skin was still olive, though she was much paler than when they were kids in California, and her lips were chapped. Her eyes were the same brown, with golden flecks. Anna, his mother, had had similar eyes, and she’d told Sam that coloration like this was called heterochromia. At the time, he had thought it sounded like a disease, something for his mother to potentially die from. Beneath Sadie’s eyes were barely perceptible crescents, but then, she’d had these as a kid too. Still, he felt she seemed tired. Sam looked at Sadie, and he thought, This is what time travel is. It’s looking at a person, and seeing them in the present and the past, concurrently. And that mode of transport only worked with those one had known a significant time.

“I saw it!” she said. Her eyes were bright, and she wore an expression he remembered from when she was eleven.

Sam quickly turned his gaze back to the poster.

“Did you see it?” she asked.

“Yes,” he said. “I saw it.”

Sadie looked at him. “What did you see?”

“It,” Sam said. “It was amazingly great. Terribly festive.”

“Did you actually see it?” Sadie’s lips were twitching upward. Those heterochromic eyes looked at him with mirth.

“Yes, but I don’t want to spoil it for anyone else who hasn’t.” He gestured toward the horde.

“Okay, Sam,” Sadie said. “That’s thoughtful of you.”

He knew she knew that he hadn’t seen it. He smiled at her, and she smiled at him.

“Isn’t it strange?” Sadie said. “I feel like I never stopped seeing you. I feel like we come down to this T station to stare at this poster every day.”

“We grok,” Sam said.

“We do grok. And I take back what I said before. That is the Sammest thing you could have said.”

“Sammest I Ammest. You’re—” As he was speaking, the blender began to whir again.

“What?” she said.

“You’re in the wrong square,” he repeated.

“What’s the ‘wrong square’?”

“You’re in Harvard Square, when you should be in Central Square or Kendall Square. I think I heard you’d gone to MIT.”

“My boyfriend lives around here,” Sadie said, in a way that indicated she had no more she wished to say on that subject. “I wonder why they’re called squares. They’re not really squares, are they?” Another inbound train was approaching. “That’s my train. Again.”

“That’s how trains work,” Sam said.

“It’s true. There’s a train, and a train, and a train.”

“In which case, the only proper thing for us to do right now is have coffee,” Sam said. “Or whatever you drink, if coffee’s too much of a cliché for you. Chai tea. Matcha. Snapple. Champagne. There’s a world with infinite beverage possibilities, right over our heads, you know? All we have to do is ride that escalator and it’s ours for the partaking.”

“I wish I could, but I have to get to class. I’ve done maybe half the reading. The only thing I have going for me is my punctuality and attendance.”

“I doubt that,” Sam said. Sadie was one of the most brilliant people he knew.

She gave Sam another quick hug. “Good running into you.”

Read more


About the authors

Gabrielle Zevin

Gabrielle Zevin

GABRIELLE ZEVIN is the New York Times and internationally best-selling author of several critically acclaimed novels, including The Storied Life of A.J. Fikry and Young Jane Young. Her most recent novel is Tomorrow, and Tomorrow, and Tomorrow, a selection of the Tonight Show’s Fallon Book Club, the winner of the Goodreads Choice Award, a finalist for the Wingate Prize, and one of the best books of the year, according to the New York Times, the Washington Post, Time, Entertainment Weekly, the Atlantic, Amazon.com, Oprah Daily, Slate, NPR, and many others. The Storied Life of A.J. Fikry is now a feature film with a screenplay by Zevin. Her novels have been translated into forty languages. She lives in Los Angeles.

Read more


Reviews

Customer reviews

4.4 out of 5

95,875 global ratings

Linda

Linda

5

I loved this book!

Reviewed in the United States on June 3, 2024

Verified Purchase

I am a 75 year old woman NOT into gaming at all and have very little knowledge of this industry. The writing style was easy, the characters were interesting as were their relationships and the whole gaming thing was fascinating to me. The story moved through so much in the characters lives that I could not put this book down. One of my best reads so far in 2024.

Read more

Marcia Wark

Marcia Wark

5

A really good reading experience!

Reviewed in the United States on May 25, 2024

Verified Purchase

I really enjoyed this book for the most part, but sometimes I got lost with all of the technical details. I like that the story of Sam and Sadie and how they met was kept throughout the entire book, and I love that the ending was left with a possibility of maybe writing a sequel. I don’t know if that was intentional or not, but so many books leave me feeling like they are unfinished or that the ending is too abrupt! Tomorrow, Tomorrow, and Tomorrow left me wanting more, but in a good way!! Thank you Gabrielle Zevin for a wonderfuly and exceptionally well written book!!

Read more

Derek

Derek

5

Became an instant favorite upon completion

Reviewed in the United States on June 1, 2024

Verified Purchase

Apart from being the prettiest book on my shelf (I mean come on, even the spine is beautiful)… it’s totally one of the best books I’ve ever read.

It’s so hard to say what it’s about. It’s about two people that played games when they’re kids, and they go on to make games together when they’re older. It’s so much more, though. It’s about life and death, the creative process, how your coworker could possibly be the best you’ve ever had. Art initiating life, life imitating art. Video games, video games, video games.

It’s a beautiful, masterfully crafted story. Full of amazing characters that you may not like initially, but I’m positive you’ll grow to love them as I did.

I shed one of those grown-man Denzel tears when I read the last sentence. An absolute page turner.

Read more

2 people found this helpful

Eric Juneau

Eric Juneau

4

A Love Letter to Video Games (and the friends we made along the way)

Reviewed in the United States on July 18, 2023

Verified Purchase

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.

Read more

86 people found this helpful

Gregg Tavares

Gregg Tavares

3

In many ways this novel is about my personal dream life

Reviewed in the United States on August 15, 2023

Verified Purchase

In many ways this novel is about my personal dream life. What happens between Sadie, Sam, and Marx, starting a successful video game company with friends, was my dream for ~30 years from the easily 80s to the just a few years ago. I did start 3 of them but we were not successful though, during my career, I was lucky to have worked on several seminal, classic, successful and respected games. In that sense I could't put this book down because in many ways it's the life I wish was mine, at least the happy parts about successful and respected games. Even worked at a company in Santa Monica in 1999 and a best friend and colleague lived in Venice Beach so all of that hit close to my heart.

On the other hand the writing has all kinds of issues

  1. Name dropping. This seems to be a new cliche but it's to name drop things of the era to try to set a mood/tone. I'm not someone who writes fiction so I'm not saying it's easy to do but however it's often done in a poor way in this novel. The way it's written often feels like someone wrote those names in bold and they seem artificially inserted rather than blending into the story. By names I mean which games they were playing, what movies they were watching, etc...

  2. List paragraphs. Several times there are list paragraphs where author will write something like "Sadie was into a, b, c, and d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, t, u ,v, w". These list paragraphs don't work and instead feel like the author trying to show off that they can make a long list on some topic to prove their credentials.

  3. Game tech bologna. The author likes the harp on how "game engines" matter. They don't. They don't make games look the same any more than photoshop makes artwork look the same or cameras make photos look the same. Fans love to argue about game engines but what comes out is not up to a game engine and it's disrespectful of the artists, designers, and programmers to credit the engine with any real influence on their work. Take the games Monument Valley, Beat Saber, Return of The Obra Dinn, Hollow Knight, Subnautica, Death's Door, Cities: Skylines, Hearthstone, Ori and the Blind Forest, Cuphead, Valheim. Are you really going to look at those and claim they're all alike because they use the same game engine? And no, it didn't matter in the 90s either. The point being the author clearly doesn't know what they're talking about when they bring up game engine issues. Maybe that's not important to the average reader but it's important to this game creator.

  4. Game tech jargon: There's no such thing as "burning out a graphics card" from game dev. If you could burn out a card then games themselves would burn them out. That doesn't mean graphics cards don't go bad. It's writing like "How'd you do the reflections? Oh, it was so hard, I burned out lots of graphics cards on that" is BS techno-jargon

  5. "Rare words", the author likes to show off by using words most people don't know. Nearly every chapter has a few that make you feel like you're studying for the S.A.T. They don't add to the story, they only detract from it.

  6. The rom-com level cheesy conflicts - After Sadie and Sam had spent over 600 hours together, Sam discards Sadie because he finds out she was recording her time with him for "community service". No one in the real world would get upset at something like this. No one could spent 600+ hours with someone and share so much and toss it all over such a trivial thing. Real friends would laugh it off as something like "if I hadn't they wouldn't have driven me every day to hang out with you". This a common in bad rom-coms. The writers want some way to introduce a conflict but fail to find something believable so they just write that one character gets upset and expect us to buy it even if no one would be upset but such a thing.

Read more

55 people found this helpful

More reviews

Best Sellers

The Great Alone: A Novel

The Great Alone: A Novel

4.6

-

152,447

$5.49

The Four Winds

The Four Winds

4.6

-

156,242

$9.99

Winter Garden

Winter Garden

4.6

-

72,838

$7.37

The Nightingale: A Novel

The Nightingale: A Novel

4.7

-

309,637

$8.61

Steve Jobs

Steve Jobs

4.7

-

24,596

$1.78

Iron Flame (The Empyrean, 2)

Iron Flame (The Empyrean, 2)

4.6

-

164,732

$14.99

A Court of Thorns and Roses Paperback Box Set (5 books) (A Court of Thorns and Roses, 9)

A Court of Thorns and Roses Paperback Box Set (5 books) (A Court of Thorns and Roses, 9)

4.8

-

26,559

$37.99

Pretty Girls: A Novel

Pretty Girls: A Novel

4.3

-

88,539

$3.67

The Bad Weather Friend

The Bad Weather Friend

4.1

-

34,750

$12.78

Pucking Around: A Why Choose Hockey Romance (Jacksonville Rays Hockey)

Pucking Around: A Why Choose Hockey Romance (Jacksonville Rays Hockey)

4.3

-

41,599

$14.84

Start with Why: How Great Leaders Inspire Everyone to Take Action

Start with Why: How Great Leaders Inspire Everyone to Take Action

4.6

-

37,152

$9.99

Weyward: A Novel

Weyward: A Novel

4.4

-

27,652

$11.99

Tom Lake: A Reese's Book Club Pick

Tom Lake: A Reese's Book Club Pick

4.3

-

37,302

$15.74

All the Sinners Bleed: A Novel

All the Sinners Bleed: A Novel

4.4

-

12,894

$13.55

The Mystery Guest: A Maid Novel (Molly the Maid)

The Mystery Guest: A Maid Novel (Molly the Maid)

4.3

-

9,844

$14.99

Bright Young Women: A Novel

Bright Young Women: A Novel

4.2

-

8,485

$14.99

The Wager: A Tale of Shipwreck, Mutiny and Murder (Random House Large Print)

The Wager: A Tale of Shipwreck, Mutiny and Murder (Random House Large Print)

4.5

-

28,672

$14.99

Hello Beautiful (Oprah's Book Club): A Novel (Random House Large Print)

Hello Beautiful (Oprah's Book Club): A Novel (Random House Large Print)

4.4

-

79,390

$14.99

Small Mercies: A Detective Mystery

Small Mercies: A Detective Mystery

4.5

-

16,923

$10.00

Holly

Holly

4.5

-

31,521

$14.99

The Covenant of Water (Oprah's Book Club)

The Covenant of Water (Oprah's Book Club)

4.6

-

69,712

$9.24

Wellness: A novel

Wellness: A novel

4.1

-

3,708

$14.99

The Art Thief: A True Story of Love, Crime, and a Dangerous Obsession

The Art Thief: A True Story of Love, Crime, and a Dangerous Obsession

4.3

-

4,805

$14.99

The Berry Pickers: A Novel

The Berry Pickers: A Novel

4.5

-

14,209

$14.99

Elon Musk

Elon Musk

4.7

-

15,272

$16.99

Just for the Summer

Just for the Summer

4.6

-

19,524

$11.99

Fourth Wing (International Edition)

Fourth Wing (International Edition)

4.8

-

206,495

$7.95

Remarkably Bright Creatures: A Read with Jenna Pick

Remarkably Bright Creatures: A Read with Jenna Pick

4.6

-

65,556

$15.80

Tell Me Your Life Story, Mom: A Mother’s Guided Journal and Memory Keepsake Book (Tell Me Your Life Story® Series Books)

Tell Me Your Life Story, Mom: A Mother’s Guided Journal and Memory Keepsake Book (Tell Me Your Life Story® Series Books)

4.7

-

5,107

$11.24

The Mountain Is You: Transforming Self-Sabotage Into Self-Mastery

The Mountain Is You: Transforming Self-Sabotage Into Self-Mastery

4.7

-

18,286

$9.99