Tomorrow, and Tomorrow, and Tomorrow

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Gabrielle Zevin: Tomorrow, and Tomorrow, and Tomorrow (2024, Penguin Random House)

English language

Published 2024 by Penguin Random House.

ISBN:
978-1-5299-4479-2
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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 …

12 editions

Complicated People in Complicated Friendships

Sadie and Sam are old childhood friends who bump into each other while both are in college. As children they had spent a short but intense time together, sitting in a hospital room, playing video games. Just that little spark their random meeting reignites their turbulent friendship. And so there lifes end up entangled in a complicated relationship of platonic love, rivalry, support and fighting, long times of cool abscense and short intense periods of fruitful coworking. All of this is connected by the main character's love for computer games, as they try to establish a video game company.

This story was very well written and constructed, sucking you right in, although nothing much happens except for you know humans. It has a sharp humor to it, and I enjoyed every minute.

A short warning, though: The main characters Sam and Sadie are not likeable at all. They …

It's not a bad book...

But I didn't enjoy it. Though I can understand why people might like it, I won't be recommending it to anyone.

Overall I think I just found Sam and Sadie unlikeable as characters. I feel like they were pretty jerky to everyone around them, and each other, and themselves, for pretty much of the time.

I also didn't like how some elements of the story were "ret-con'd" in several chapters later: "oh hey, I never mentioned he's had a dog this whole time, well he has, and now I'll detail those past events, even though we're five chapters beyond that point." And on a similar point, there are several plotlines and characters that get introduced that seemingly go nowhere, or just outright get left undeveloped after they serve their singular purpose of introducing "blank". Like, for example, the dog.

Finally, I found the ending completely …

Lo he disfrutado mucho!

No tenía ni idea de lo que iba a leer, solo sabía que era bueno y que iba de videojuegos, había referencias y eso. Así que imaginé que sería algo de ciencia ficción tipo "Ready player one", iba yo muy despistado 😅.

Pero lo he disfrutado mucho mucho, es una novela, que por supuesto va de la vida misma, y de sus personajes, y que gira en torno a los videojuegos, que disfrutarás más si has jugado y conoces las referencias, pero que tampoco son necesarias.

Me ha tenido muy enganchado, MUY bien escrita, de verdad. Se nota que hay un trabajazo detrás, de personajes que evolucionan y cambian y son verosímiles, y de hilar cosas, para soltar información en el momento adecuado, con desplazamientos en el tiempo que no se sienten como flashbacks/flashforwards típicos (de esos que interrumpen la narración para darte una pieza que justo es …

It's as good as they all said

Feel like everyone I know read this book last year - so I'm a little behind the curve - but finally I got around to see what all the hype is about.

I really enjoyed it. Having been a big gamer as a kid a still somewhat now, it all felt super real to me.

The characters were beautifully drawn, fully realised, deep and complex people.

There were a couple or irks I had (someone got word-of-the-day toilet paper for Christmas eh?) but nothing that stopped me having a great time with this book.

to morrow

No rating

structurally flexible. engaging characters. lightly nostalgic (but not too much!). devoured in 4 days: it was enjoyable!

it was sad, at times. i think i enjoyed all characters? except for probably dov. the rendition of relationships over such a span of time is something i don't recall ever reading. the internal monologues and renditions of conflicts from different points of view were something special, i feel

Beautiful and heartbreaking and tragic

A wonderfully written story about the adult years of growing up, on a backdrop of the intense creative processes of video game design. I want these games to be real. I want to feel the characters expression through their art.

There are books where it’s a novel situation played out through understandable and straightforward characters. And then there are books where you have no idea how someone can keep so many deep actors in their head, you wonder if they were real people. Each character with their own motivations, and perspective. Sometimes I cheered for them. Sometimes I hated them. Always I loved them.

In any case, it’s a beautiful story. Heartbreaking and tragic.

Juga i gaudeix

No rating

És un llibre, com diu a la portada, «Una declaració d'amor a la vida.» que funciona pausadament, tranquiŀlament, amb tendresa pels seus personatges i que et fa sentir segur, que per més que pateixin, no pot acabar malament. Com en un videojoc, saps, des del principi, que al final, guanyes, signifiqui el que signifiqui això. om en un videojoc, saps que al final guanyes, signifiqui el que signifiqui això i et permet relaxar-te i gaudir de la resta: la fotografia d'un moment molt important per la creació i consolidació dels videojocs com a art i producte comercial a la vegada. Els anys 90 del segle XX van marcar com evolucionarien i quins dilemes morals produirien els videojocs, sempre amagats a l'ombra d'una societat que no els entenia, però que ells, els pioners, tenien clar què feien. Però no només això. L'autora, hàbil i ambiciosa intenta traslladar l'ambient de cada videojoc …