Tomorrow, and Tomorrow, and Tomorrow
By Gabrielle Zevin
For the first one hundred pages or so of this novel, all I could think of was Kavalier and Clay, Michael
Chabon's novel about a partnership in the golden age of comic books. Tomorrow, and Tomorrow, and Tomorrow is also about a creative partnership during a "golden age" of sorts 50 or so years later, when it was possible for two unkowns in their early 20s to develop a blockbuster video game. Despite its widespread acclaim, I didn't care much for Kavalier and Clay, and abandoned it after 150 pages or so. For a while, I thought I'd do the same with Tomorrow, and Tomorrow, and Tomorrow.
But there was something different about Zevin's novel. Perhaps it was just the circumstances in which I picked it up -- at the beginning of summer vacation when it feels like work will never come again and there is oodles of time to read. But I was pretty quickly immersed in the story, which focuses on the relationship between Sadie Green and Sam Masur, who became friends in an LA hospital (Sadie there because her sister had cancer; same recovering from a car wreck that killed his mother) when they bonded over games. It is a tumultuous friendship from the beginning. Someone suggests to Sadie, who is going for her bot mitzvah, log her hours with Sam as "community service", and she does. While she goes far beyond her required hours, totaling something like 600, when Sam finds out he feels betrayed and doesn't speak to Sadie for 6 years after.
That changes at a Boston train terminal, where Sam, now a Harvard student, spots Sadie, who is attending MIT, and rekindles a connection. Sadie is enrolled in a game-making class, and hands Sam some of her work. He is enthralled and becomes convinced that they can make a great game together. And they do. It makes them rich, helps them launch a company, and leads to more and more games. It also leads to more and more conflict. Sam and Sadie engage in on-again, off-again feuds that ends, many years and a significant tragedy later, in a kind of frenemy detente.
The novel explores many themes: The way(s) games mimic reality, and vice versa; the nature of grief, loss, and trauma; adulthood; and cultural appropriation. But most of all, it's an exploration of different types of love. There is love of games and art and pop culture, to be sure; at the center of the book, though, is love between people -- especially the love between Sadie and Sam, a love that is consummated through game play rather than romance or sex.
It sounds boring. But it was really, really good.
A few complaints. I felt like the love between Sadie and Sam was never established well enough. There was lots of TELLING the reader that the two loved each other, but not enough showing it. For most of the novel, the two were at each other's throats about something, and the reader was just expected to take the love between them for granted. In addition, the characters were Seinfeldian in their unlikability. You become so intimate with each character's inner life that you root for them, but their inability to communicate effectively and kindly was maddening. Finally, I wish the author had done more with the gaming theme. The book is organized around the games the characters make. This felt like an opportunity to play with the narration a bit so that it somehow mimicked the games. The author did this a bit, but there could have been more.