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Tomorrow, and Tomorrow, and Tomorrow: A…
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Tomorrow, and Tomorrow, and Tomorrow: A novel (edizione 2022)

di Gabrielle Zevin (Autore)

UtentiRecensioniPopolaritàMedia votiCitazioni
4,6062022,463 (4.1)146
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:annggables
Titolo:Tomorrow, and Tomorrow, and Tomorrow: A novel
Autori:Gabrielle Zevin (Autore)
Info:Knopf (2022), 418 pages
Collezioni:La tua biblioteca, In lettura
Voto:
Etichette:Nessuno

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 146 citazioni

Inglese (192)  Catalano (2)  Olandese (1)  Ungherese (1)  Tutte le lingue (196)
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[mild spoilers ahead, beware if you're very sensitive to that]
Not to be rude but I am genuinely shocked this book is as popular as it is. In short, I thought it was a little boring and often made me cringe in the first half or so, but I kept reading hoping it would get better, which it did! It had some merit, the characters got more realistic (or at the very least, relatable to me) and I thought I had decided to finish it after all. Then, I will not spoil it too much, but a character died that I really liked, in a way that I *really* did not like, in terms of writing nor story, and so I will not be finishing this novel (albeit I was relatively close to the end by this point). I've heard many good things about this book, so clearly it's something personal to me, or maybe the genre is just meant for further out of my demographic than I thought it was. To me, it felt like a knockoff of a John Green and/or Hank Green novel, both authors I thoroughly enjoy reading. I'm not sure what I didn't like about it other than generally "the tone/writing style," so I'm not sure how to articulate whether you should read it or not. Just know it's not for everyone I suppose, and if sudden character deaths make you angry then I would not read this. ( )
  fancypengy | Apr 29, 2024 |
3.5 stars ( )
  arlyspag | Apr 21, 2024 |
“What touched him the most was the sound of Sadie’s voice, untouched and clarion, speaking to him through a game, across time and space…. Sadie was speaking to Sam. After a long silence, he could hear her voice again, and he determined that what he felt was hope” (337).

This is an archaic story—a hero’s journey through worlds both known and unknown—encoded with a perfectly ‘90s-retro vibe. This is a story about the duality of a game in all its seriousness and playfulness; it’s about life as a game and the birth of an idea into a narrative and then into a game, something anyone can participate in, winning or restarting.

There are two main players in this story—Sadie and Sam, the sometimes collaborators, sometimes best friends, sometimes frenemies. Regardless of their status, though, they are unequivocally connected (always have been) so much so that “[Sadie] almost seemed to be an extension of [Sam], and he, of her” (120). In the cold, grey months of their late-college years, these childhood gamers reconnect in order to collaborate on creating the perfect game—Sam wanting to escape into worlds he builds and controls and Sadie wanting to prove her worth as an elite programmer and artist. Through a series of circumstances, including their authentic chemistry as creators, their relationships with friends and mentors in Cambridge, and the fortuitous time and place of the turn of the century, Sam and Sadie beat the odds, building an overnight success. But their newfound fame, past traumas and insecurities, and complicated working-personal relationships cause a perfect storm, leading to a decades-long odyssey of obstacles and possibility.

This book about gaming and relationships and storytelling is such a worthwhile read, causing a maelstrom of emotions, most especially the slight sting of nostalgia. And it’s that perfectly unique moment in time—right on the cusp of a technological explosion but still in the nascent gaming era—where we get to watch two tragic characters respond to the passing of time; the longing for absent people; and the contrast between an escapist, fantasy world and the reality of a sometimes dark, broken world. In the end, this is a story that you’ll want to restart again and again. ( )
  lizallenknapp | Apr 20, 2024 |
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 |
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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Incipit
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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