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Ladataan... Tomorrow, and Tomorrow, and Tomorrow: A novel (vuoden 2024 painos)Tekijä: Gabrielle Zevin (Tekijä)
TeostiedotTomorrow, and Tomorrow, and Tomorrow (tekijä: Gabrielle Zevin)
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» 27 lisää Books Read in 2022 (66) Books Read in 2024 (69) Five star books (220) Netgalley Reads (3) Books We Love to Reread (434) Favourite Books (1,331) Overdue Podcast (328) Indie Next Picks (13) deBib 2023 (4) Staff Picks (1) Best of 2022 (2) READ in 2023 (52) A's favorite novels (92) Ei tämänhetkisiä Keskustelu-viestiketjuja tästä kirjasta. ![]() ![]() don't know where I expected this story to go, but I think many gamers who grew up in a similar time period can relate somewhat to at least one of these characters. This story looks at a friendship between a boy who had a terrible injury and lost a parent, and a girl who's sister had cancer, and how video games helped them come together and feel a little better. We get to watch them both grow up and make games of their own, and endure more loss, but also growth into adults who--maybe know more about the world and themselves, but as we all find, there's a lot of flailing around before settling into who you are. It's hard to categorize this book, maybe I need to make more categories, it isn't love/romance, though there is love in this story, and it isn't sci-fi or fantasy, although they do create some of those worlds. Sam and Sadie connect deeply over video games. When they meet as young people in a hospital, they build their friendship over many, many hours of gaming together. They share a language and love of stories and characters. And yet outside of the games, they don’t really know each other. They hide things about themselves from each other. When Sam finds out that Sadie has been logging their hours together like charity, he stops speaking to her. Years pass. When Sam sees Sadie in a subway station as a college student, he calls out to her. She shares a gane that she developed with him and the rift begins to heal. After years of no communication, the slowly work themselves back to being best friends. This pattern is repeated over and over the 30 years covered by Tomorrow and Tomorrow and Tomorrow. They are close, creatively and spiritually inseparable. But they keep certain truths hidden and fall out again. I loved this book, while never falling in love with the characters. Sam faced numerous traumas in his life. They make him emotionally stunted, angry, and distrustful. It’s a bit of a miracle that Marxx, his college roommate is drawn to caring for Sam. Further, Marxx puts up with Sam’s occasional bad temper and lashing out. Sadie’s dysfunctional relationship with married Dov, is hard to understand. She is clearly attracted to his brilliant mind, but why does she accept the role of mistress? I came away from this book with a lot of questions about the characters. But I loved the world the author built. The video game stories and the time spent exploring their characters (story within a story) was an inventive way for us to learn about the world - both real and imaginary. It wasn’t what I thought and I found myself tired of it about half way through. It was so full of interpersonal petty disputes and I couldn’t get past it. This book was a big giant MEH for me. It wasn’t romantic, it wasn’t interesting, and while it tried, it wasn’t compelling. The major plot shift fell emotionally flat for me. I would never recommend this book to anyone, cause it was so damn boring.
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 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 PalkinnotDistinctionsNotable Lists
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. Kirjastojen kuvailuja ei löytynyt. |
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