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Cover of Tomorrow and Tomorrow and Tomorrow by Gabrielle Zevin

Tomorrow and Tomorrow and Tomorrow

by Gabrielle Zevin

GENRE: Contemporary Fiction, Literary Fiction

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.

Discussion Guide

Headshot of Gabrielle Zevin

Author Biography

Gabrielle Zevin is a New York Times best-selling novelist whose books have been translated into thirty-nine languages.

Her tenth novel, Tomorrow, and Tomorrow, and Tomorrow, was an instant New York Times Best Seller, a Sunday Times Best Seller, and a selection of the Tonight Show’s Fallon Book Club. Tomorrow was’s #1 Book of the Year, Time Magazine’s #1 Book of the Year, a New York Times Notable Book, and the winner of both the Goodreads Choice Award for Fiction and the Book of the Month Club’s Book of the Year. Following a twenty-five-bidder auction, the feature film rights to Tomorrow were acquired by Temple Hill and Paramount Studios. Zevin is currently writing the screenplay.

The Storied Life of A.J. Fikry also spent many months on the New York Times Best Seller List. A.J. Fikry was honored with the Southern California Independent Booksellers Award for Fiction, the Japan Booksellers’ Prize, and was long listed for the International Dublin Literary Award, among other honors. A.J. Fikry is now a feature film with a screenplay by Zevin. She has also written children’s books, including the award-winning Elsewhere

She is the screenwriter of Conversations with Other Women (Helena Bonham Carter) for which she received an Independent Spirit Award Nomination for Best First Screenplay. She has occasionally written criticism for the New York Times Book Review and NPR’s All Things Considered, and she began her writing career, at age fourteen, as a music critic for the Fort Lauderdale Sun-Sentinel. Zevin is a graduate of Harvard University. She lives in Los Angeles. - Author's website

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Publisher’s Weekly

Zevin (Young Jane Young) returns with an exhilarating epic of friendship, grief, and  computer game development. In 1986, Sadie Green, 11, visits a children’s hospital where her sister is recovering from cancer. There, she befriends another patient, a 12-year-old Korean Jewish boy named Sam Masur, who has a badly injured foot, and  the two bond over their love for video games. Their friendship ruptures, however, after Sam discovers Sadie’s been tallying the visits to fulfill her bat mitzvah service. Years later, they reconnect while attending college in Boston. Sam is wowed by a game Sadie developed, called Solution. In it, a player who doesn’t ask questions will unknowingly build a widget for the Third Reich, thus forcing the player to reflect on the impact of their moral choices. He proposes they design a game together, and  relying on help from his charming, wealthy Japanese Korean roommate, Marx, and  Sadie’s instructor cum abusive lover, Dov, they score a massive hit with Ichigo, inspired by The Tempest. In 2004, their virtual world-builder Mapletown allows for same-sex marriages, drawing ire from conservatives, and  a violent turn upends everything for Sam and  Sadie. Zevin layers the narrative with her characters’ wrenching emotional wounds as their relationships wax and  wane, including Sadie’s resentment about sexism in gaming, Sam’s loss of his mother, and  his foot amputation. Even more impressive are the visionary and  transgressive games (another, a shooter, is based on the poems of Emily Dickinson). This is a one-of-a-kind achievement. Agent: Doug Stewart, Sterling Lord Literistic. (July) --Staff (Reviewed 04/18/2022) (Publishers Weekly, vol 269, issue 16, p)

Library Journal

In her latest, best-selling novelist Zevin (The Storied Life of A.J. Fikry) creates a story about the wild ups and  downs of friendship and  love. It opens with Sadie keeping her sister company during cancer treatments at the hospital, where Sam is anticipating surgery on his badly mangled foot. When they meet in the hospital game room and  play a computer game together, a nurse asks Sadie to come back for more gaming with Sam. More than 600 hospital visits later, they have a fight and  don't speak again for six years. Finally reconnecting as college students in Boston, they begin designing games together, and  Sam's roommate, Marx, helps them launch and  run a business they call Unfair Games. Their first game is a big success, which unfortunately brings out the worst in each of them. As the business expands, so do the jealousies and  disagreements, even when they become a couple. Eventually, their relationship is tested by tragedy. VERDICT Zevin creates beautifully flawed characters often caught between the real and  gaming worlds, which are cleverly juxtaposed to highlight their similarities and  differences. Both readers of love stories and  gamers will enjoy. Highly recommended. --Joanna M. Burkhardt (Reviewed 07/01/2022) (Library Journal, vol 147, issue 7, p64)

Kirkus Reviews

 The adventures of a trio of genius kids united by their love of gaming and  each other.When Sam Masur recognizes Sadie Green in a crowded Boston subway station, midway through their college careers at Harvard and  MIT, he shouts, “SADIE MIRANDA GREEN. YOU HAVE DIED OF DYSENTERY!” This is a reference to the hundreds of hours— 609 to be exact—the two spent playing “Oregon Trail” and  other games when they met in the children’s ward of a hospital where Sam was slowly and  incompletely recovering from a traumatic injury and  where Sadie was secretly racking up community service hours by spending time with him, a fact which caused the rift that has separated them until now. They determine that they both still game, and  before long they’re spending the summer writing a soonto-be-famous game together in the apartment that belongs to Sam's roommate, the gorgeous, wealthy acting student Marx Watanabe. Marx becomes the third corner of their triangle, and  decades of action ensue, much of it set in Los Angeles, some in the virtual realm, all of it riveting. A lifelong gamer herself, Zevin has written the book she was born to write, a love letter to every aspect of gaming. For example, here’s the passage introducing the professor Sadie is sleeping with and  his graphic engine, both of which play a continuing role in the story: “The seminar was led by twenty-eight-year-old Dov Mizrah....It was said of Dov that he was like the two Johns (Carmack, Romero), the American boy geniuses who'd programmed and  designed Commander Keen and  Doom, rolled into one. Dov was famous for his mane of dark, curly hair, wearing tight leather pants to gaming conventions, and  yes, a game called Dead Sea, an underwater zombie adventure, originally for PC, for which he had invented a groundbreaking graphics engine, Ulysses, to render photorealistic light and  shadow in water.” Readers who recognize the references will enjoy them, and  those who don't can look them up and /or simply absorb them. Zevin’s delight in her characters, their qualities, and  their projects sprinkles a layer of fairy dust over the whole enterprise.Sure to enchant even those who have never played a video game in their lives, with instant cult status for those who have. (Kirkus Reviews, May 1, 2022)


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