Tomorrow, and Tomorrow, and Tomorrow: A novel - book cover
Action & Adventure
  • Publisher : Knopf
  • Published : 05 Jul 2022
  • Pages : 416
  • ISBN-10 : 0593321200
  • ISBN-13 : 9780593321201
  • Language : English

Tomorrow, and Tomorrow, and Tomorrow: A novel

NEW YORK TIMES BEST SELLER • 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.

"Utterly brilliant. In this sweeping, gorgeously written novel, Gabrielle Zevin charts the beauty, tenacity, and fragility of human love and creativity. Tomorrow, and Tomorrow, and Tomorrow is one of the best books I've ever read." -John Green
 
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 that 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. Yes, it is a love story, but it is not one you have read before.

Editorial Reviews

"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

"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....Zevin's great strength as a storyteller is her easygoing nature, and she's mostly content to advance the novel slowly and patiently with well-realized landmark events."
-Sam Sacks, The Wall Street Journal

"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

"Two friends, who are often in love, but never lovers, must contend with the fame, joy and tragedy that comes with success after they enter the world of video game design. Spanning three decades and multiple locations, this love story by The Storied Life of A.J. Fikry author is anything but predictable."
-E! News, Tierney Bricker

"Gabrielle Zevin's potent new novel feature[s] a memorable and oddly stirring meet-cute, with Sam getting the attention of his long-ago childhood friend Sadie by shouting across a crowded train platform that she 'has died of dysentery.' If you picked up on that Oregon Trail reference, you may appreciate this funny, unpredictable story of love and video games set in the late ‘90s, a time when a couple of indie programmers like Sam and Sadie could take the world by storm with nothing but a good idea and a stack of floppy disks."
-Patrick Rapa, The Philadelphia Inquirer
...

Readers Top Reviews

English professor
This book is extremely long and provides an extraordinary amount of "information" about the history of gaming in the USA. Told from the points of view of Sam, a disabled boy in hospital when we meet him, and Sadie Green, a girl visiting her ill sister in the same hospital, the novel covers about 30 years of their lives. They grow emotionally about 1% in that time but at least they *grow. The prose style is fairly flat. The plot is far less interesting than that in her wonderful *The Stories Life of A. J. Fikry.* save your money and read a library copy if you have to read this one.
FlagirlEnglish pr
I loved “The Storied Life of A.J. Fikry” and Gabrielle Zevin has surpassed Fikry with Sadie and Sam and an interesting and lovable supporting cast. Not a gamer, the storyline is captivating. It’s a read-straight-through book you can’t put down.
Diane DickeFlagir
Tomorrow and Tomorrow and Tomorrow is one of those books that will forever have a place on my treasured books shelf. It makes no difference if you are a gamer or not but if you are I think you will love this book even more. This is a novel about life, coming of age, loyalty, creativity and so much more. It brought back memories for me of my children playing The Oregon Trail and so many other games we played together. I still enjoy playing video games and will forever be partial to Mario and Luigi. This is not a book to rush through but one to be savored, page by page.
elysejodyDiane Di
I loved everything about this book… It’s adorable, sweet, sad, theatrical, character-collaborative-driven-in-spirit, artful, smart, emotional, intellectually rigorous, perceptive, and wonderful… I could name a dozen more vertiginously exciting . . . vibrant words to reflect the deep satisfying experience this novel is. Even at oddball moments, Gabrielle Zevin’s novel flourishes surprising wisdom touching on the most common elements of the heart…..with unforgettable indelible characters. In totality…….IT’S ALL BRILLIANT!…..and VERY ENJOYABLE!!! ….the writing, narrative, structure, (the gaming), the characters: (major and minor), and their relationships are LOVABLE as can be…. Sadie (Jewish-American) was one of the most brilliant people that Sam (American, part Korean and part Jewish descent) knew. He hadn’t seen her in years—until he did—since their childhood in Southern California. Sadie went to MIT Sam went to Harvard…..[Sam’s roommate-Marx- is a crucial part of the story, too]… Other favorite characters are *grandparents*… GOTTA LOVE the generations — of love…. The context themes of love, loss, and life tragedies, are captured with sincerity, depth, and honesty. This book could only have been written by somebody who has experienced grief to great lengths. Zevin has an impressive imagination and proficient talent…..leaving us readers with a memorable feat of storytelling, fine prose, and heartbreaking real characters. I was one of those readers who fell in love with her novel “The Storied Life of A.J. Fikry”…..(It wasn’t too ‘sappy’ for me as it was for a few of my friends), but THIS….”Tomorrow, Tomorrow, Tomorrow”…..is more sophisticated….more fully developed…. Zevin is in her prime with this novel…. ……I can’t imagine any reader ‘disliking’ it….. There is something for everyone….many issues to contemplate!!!! …..an examination of very profound friendships— The ‘relationship-complex-love-friendship-issues’ were masterfully explored. The brilliance shines throughout…… ….with a look at the effects of tragedies, violence, illness, death, parents, grandparents, feelings of loneliness, fitting in, admiration for gaming designers….(especially women in the profession)…love for people, love for one another, and an enhanced respect for the benefits of gaming …… About the aspects of ‘gaming’ …. …..NOBODY NEEDS TO BE DIRECTLY interested…. But……I realized by the end of this novel (after tearful melancholy feelings), that there are benefits from gaming…. They ‘really’ must improved cognitive abilities, improved problem-solving skills and logic…. BECAUSE…. …..the characters in this novel (who played and created these games) WERE able to apply their technical skills to their relationships. It was subtle—but not-not unnoticed. So…..parents: I ...

Short Excerpt Teaser

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 tho...