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Tomorrow, and Tomorrow, and Tomorrow…
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Tomorrow, and Tomorrow, and Tomorrow [Waterstones Exclusive] (edizione 2022)

di Gabrielle Zevin (Autore)

UtentiRecensioniPopolaritàMedia votiCitazioni
4,5491982,501 (4.1)145
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.… (altro)
Utente:skullduggery
Titolo:Tomorrow, and Tomorrow, and Tomorrow [Waterstones Exclusive]
Autori:Gabrielle Zevin (Autore)
Info:Chatto & Windus (2022), 416 pages
Collezioni:La tua biblioteca, Fantasy & Science Fiction
Voto:
Etichette:@signed, @sprayed, fiction, historical fiction

Informazioni sull'opera

Tomorrow, and Tomorrow, and Tomorrow di Gabrielle Zevin

  1. 00
    Il mondo invisibile di Liz Moore (pbirch01)
    pbirch01: Both involve computer programming, are set in both Boston and California, and include ruminations on the intersection between humans and technology
  2. 00
    Version Control di Dexter Palmer (pbirch01)
    pbirch01: Both use the idea of a conversation with someone who is not there as an equivalent to AI
  3. 00
    Goodbye for Now di Laurie Frankel (baystateRA)
    baystateRA: Algorithms and romantic attraction. Young computer start-up partners and how they can and can’t love each other. Bittersweet and beautifully written like Tomorrow and Tomorrow and Tomorrow.
  4. 00
    The Startup Wife di Tahmima Anam (Othemts)
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» Vedi le 145 citazioni

Inglese (189)  Catalano (2)  Olandese (1)  Ungherese (1)  Tutte le lingue (193)
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Games People Play

Two young gamers, Sadie and Sam, begin a friendship passing the time during a hospital stay. The friendship develops into a creative relationship and a gaming company.
Along the way the relationship she became strained as the friends begin to play mind games with each other.
I enjoyed the writing, it was a fast read.
The story had insights into relationships, grief, disability as well as the creative process.
Unfortunately I am not a gamer, so the endless description of games bored me. ( )
  Chrissylou62 | Apr 11, 2024 |
Tomorrow and Tomorrow and Tomorrow by Gabrielle Zevin is a story of friendship and video games. Initially, the story had a slow start, and it took long enough to get to the point. I am myself a video game lover, and it was fascinating to read the technical details of developing a video game. Apart from that, the story focuses on love and friendship. I chose the book as a part of the #52booksin52weeks challenge.

Somewhere, I felt myself dragging myself along with the story. The characters were also not interesting. Although I have heard so much about the book, maybe it was not for me. I would give the book 3 stars. ( )
  Sucharita1986 | Apr 10, 2024 |
Series Info/Source: This is a stand alone book I borrowed this on ebook from my library.

Thoughts: Previous to reading this I had also read Zevin's "The Storied Life of A.J.Fikry" which I liked. I had been wanting to read this book for some time. It was an intriguing read and bounces back and forth a lot between characters and time. I ended up enjoying it but also felt like it was a bit slow at parts and wandered off track occasionally.

This is the story of Sam and Sadie, two long time friends who end up meeting again in college and making a video game together. When the game is a huge success, they end up starting their own company together. However, as they face personal disasters and questionable life decisions, they constantly struggle to keep the company together without their creative differences pulling it apart. They both undergo tragedy and pain (in other words this thing we call life) and deal with it in very different ways.

I really enjoyed this look at the gaming industry through time. Sadie and Sam are just slightly older than I am and it was fun to relive my gaming history while they lived through it. Looking at how the industry has changed was both fascinating and nostalgic for me.

Although this is set in a backdrop of the video game industry, this book is really about two amazing people trying to keep their lives together through loss, depression, and tragedy. Sadie struggles a lot with being accepted in the gaming industry as a woman. I did like seeing the contrast and change from when she went to college to when she was teaching college. I could definitely relate to this being a woman and in engineering. Although things haven't changed fast enough in some of the more male dominated industries, they definitely have changed even from when I got my college degree in engineering in the late 90's.

I found both Sadie and Sam to be incredibly frustrating at times; they are both selfish and think they are superior to each other in different ways. However, they both have a unique working style and when they collaborate on work they can make something amazing together. I did think the question of them having a romance was visited too often throughout, Zevin kept trying to drive the point home that they could be excellent co-workers and supportive friends (in their own way) without being lovers. However, it was like she kept second guessing herself. It seemed a bit confused, like even the author here didn't know what she wanted to happen.

The book closes fairly unfinished feeling, however, that is true of these life story kind books and I think it was appropriate for this book as well.

My Summary (4/5): Overall I liked this and am glad I read it. It was a nostalgic look at growing up with video games. I liked some of the extra insight into the industry as well. Sam and Sadie are fascinating, if frustrating, characters to read about. The story also feels a bit unfinished. I have enjoyed both of Zevin's books that I have read and will continue to check out future books by her. They have intriguing characters and always provide some food for thought. ( )
  krau0098 | Apr 3, 2024 |
Sam and Sadie became fast friends when he was in the hospital recovering from a bad break of his foot and Sadie's sister, Alice, was a cancer patient. They bonded over games, but fell apart after Sam learned Sadie had been tracking her hours as volunteerism for her bat mitzvah. Years later, with both in college on the East Coast, a chance meeting leads to collaboration, and they decide to make a video game together.

Spanning 20 or so years and ostensibly about friendship, it's also about gaming and how stories are easier than real life and people. Sam and Sadie's friendship is a strained one, with plenty of misunderstandings, and assumptions, and I had a tough time understanding why they kept reuniting. Except, well, the story itself becomes a sort of video game, with the stops in their friendship but the redo of an extra life, so to speak. I'm a little younger than the two protagonists, but enough of the games were familiar to me that I could appreciate the references, and did enjoy the behind-the-scenes look at what goes in to making a video game. It's a well-crafted story and one I'd enjoy talking about with other readers. ( )
  bell7 | Mar 30, 2024 |
I'll try to alternate my positive and negative comments, because I don't want to give the impression that either should necessarily be given more weight, because as of yet I'm not sure myself how I would weigh them...

But first and foremost: it's a novel about a STEM field. Always a YAY. Not only that, but it's in large part about a WOMAN in STEM. A woman programmer, no less. Hallelujah!

Next: it was too long. It didn't help that I read it on Kindle where you don't get a physical sense of how much more you have to read. I kept feeling, "SURELY it ends here, right?" And it never did. There were so many spots where she could have ended it well.

Great characters. Semi-SPOILER in this paragraph. Marx was such an absolute doll. Too much so? Perhaps he should have been given a rough edge or two. But some people really are dolls. The way his life ended was very moving.

OTOH, Sadie. Sadie was such an absolute (expletive) to Sam! After they moved to California and she decided for some reason he wasn't really her friend? Where did this even come from? It was awful, her always giving him this crap, "Oh you just want to take credit," "Oh you just don't think I can do it do you," when he so obviously, OBVIOUSLY wasn't like that. And finally her, "Just leave me alone" ultimatum - even when he started playing a public game with her? When she finds out it's him, "OH I told you to leave me alone!" I mean Jeez, he's just playing a game with you. She was just a plain and total (expletive).

Sam was the main character and he felt just a little incoherent at times. Awkward, yet a master showman at conferences? But then, some people really are incoherent. I'll take this kind of strange complexity over one-dimensional characters any day.

Semi-spoiler again: I didn't really like the pregnancy and baby plot development, because I never do; but at least they didn't make the kid a main character with a bratty personality that I was supposed to find adorable. But peeve: When these obviously brilliant STEM-focused women in novels, women who obviously have the kinds of brains that are attuned to details and planning, discover, Wow! They're suddenly pregnant! How did THAT happen? Oh well! It was the same in the abominable LESSONS IN CHEMISTRY. You just accept this plot development, that the woman let herself get pregnant, and what's annoying is the story DOESN'T EVEN GO INTO which method of birth control she was using failed and how this actually happened. They just treat it like, ha ha of course these things happen! I'm not saying they don't happen, I'm a walking-around accident myself, but I am saying that intelligent grown-ups like these characters are painted to be take STEPS to make sure as much as possible that they don't happen, and the novel should at least in passing talk about what steps failed and how they screwed up, and they don't even mention it. We know this baby wasn't planned because she and Marx consider abortion; so tell me how the plans went awry.

I guess my final comment is: I can't see Magic Eye pictures either. I was a little annoyed that at the end, Sam finally saw a Magic Eye picture just by virtue of Sadie on the phone with him saying "My 4-year-old can see them so I'm going to stay on the phone with you until you do!" Yeah, it doesn't work that way. Some of us cannot see them. I read in the end notes that the author didn't used to be able to see them either, but now she can. I guess someone got on the phone with her and berated her into seeing them too, because vision works that way.

I want to end as I began, by reiterating that I really do love books about women in STEM. Thank you! ( )
  Tytania | Mar 23, 2024 |
To me, Tomorrow and Tomorrow and Tomorrow is not about video games or work. It is about stories.

What Sadie and Sam do in the novel – through the guise of video game design – is create stories with and for each other. Unable to replay their past, as both the main characters grow older they re-interpret their shared history to play out their future with each other. Unwilling (or unable) to allow Sadie to leave his life, Sam uses the work of game design to try to keep her creating shared stories with him.

A relationship is just another form of world-building.
 
Her story begins around the turn of the century, when two college students, Samson Mazer (mathematics at Harvard) and Sadie Green (computer science at MIT), bump into each other at a train station. The pair haven’t spoken since childhood, when they met in the games room of a hospital
aggiunto da rakerman | modificaThe Guardian, Pippa Bailey (Jul 18, 2022)
 
Gabrielle Zevin is (...) a Literary Gamer — in fact, she describes her devotion to the medium as “lifelong” — and in her delightful and absorbing new novel, “Tomorrow, and Tomorrow, and Tomorrow,” Richard Powers’s “Galatea 2.2” and the stealth-action video game “Metal Gear Solid” stand uncontroversially side by side in the minds of her characters as foundational source texts.

...

whimsicruelty — a smiling, bright-eyed march into pitch-black narrative material
aggiunto da rakerman | modificaNew York Times, Tom Bissel (sito a pagamento) (Jul 8, 2022)
 

» Aggiungi altri autori (1 potenziale)

Nome dell'autoreRuoloTipo di autoreOpera?Stato
Gabrielle Zevinautore primariotutte le edizionicalcolato
Cihi, JulianNarratoreautore secondarioalcune edizioniconfermato
Kim, JenniferNarratoreautore secondarioalcune edizioniconfermato

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Che l'amore è tutto quel che c'è
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Prima che Mazer si reinventasse come Mazer, era Samson Mazer, e prima di essere Samson Mazer era Samson Masur – un cambio di due lettere che l'aveva trasformato da bravo ragazzo evidentemente ebreo in un costruttore professionista di mondi –, mentre per la gran parte della sua infanzia era stato Sam, S.A.M. nella classifica di Donkey Kong dell'arcade di suo nonno, ma perlopiù Sam.
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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.

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