Explore 1.5M+ audiobooks & ebooks free for days

From $11.99/month after trial. Cancel anytime.

Tomorrow, and Tomorrow, and Tomorrow: A novel
Tomorrow, and Tomorrow, and Tomorrow: A novel
Tomorrow, and Tomorrow, and Tomorrow: A novel
Audiobook13 hours

Tomorrow, and Tomorrow, and Tomorrow: A novel

Written by Gabrielle Zevin

Narrated by Jennifer Kim and Julian Cihi

Rating: 4 out of 5 stars

4/5

()

About this audiobook

NEW YORK TIMES BESTSELLER • Sam and Sadie—two college friends, often in love, but never lovers—become creative partners in a dazzling and intricately imagined world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality. It is a love story, but not one you have heard before.

"Delightful and absorbing." —The New York Times • "Utterly brilliant." —John Green

 
One of the New York Times’s 100 Best Books of the 21st Century • One of the Best Books of the Year: The New York Times, Entertainment Weekly, TIME, GoodReads, Oprah Daily

From the best-selling author of The Storied Life of A. J. Fikry: 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 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.
LanguageEnglish
PublisherPenguin Random House Audio Publishing Group
Release dateJul 5, 2022
ISBN9780593591635
Author

Gabrielle Zevin

Gabrielle lives in New York City. She is the author of one other book for young adults, Elsewhere, as well as an adult book, Margarettown. Gabrielle is also the author of the screenplay for the film Conversations With Other Women, starring Helena Bonham Carter.

More audiobooks from Gabrielle Zevin

Related to Tomorrow, and Tomorrow, and Tomorrow

Literary Fiction For You

View More

Related categories

Reviews for Tomorrow, and Tomorrow, and Tomorrow

Rating: 4.037084090817356 out of 5 stars
4/5

1,982 ratings127 reviews

What did you think?

Tap to rate

Review must be at least 10 words

  • Rating: 3 out of 5 stars
    3/5

    Mar 29, 2025

    Tomorrow, and Tomorrow, and Tomorrow is a decent enough story following two friends as they make video games together. I enjoyed it quite a bit through the first two-thirds, but it really slowed down in the last third. The "plot twist," if you want to call it that, took the novel in a direction I wasn't super happy with. I'm sure I would have liked it more had I read through it faster, but it took me almost two full months to read and did not have as much of an impact on me as I was hoping.
  • Rating: 5 out of 5 stars
    5/5

    Sep 20, 2025

    I know absolutely NOTHING about video games or their production but that was completely beside the point in this fascinating novel of relationships. The writing is so good and just pulled me right in from the first page to the very end. Of course the number of people in LibraryThing who have already read it is amazing....I was just late to the party!!!
  • Rating: 5 out of 5 stars
    5/5

    Oct 21, 2025

    Brilliant on so many levels - I'm still mulling this one over. I am not at all techy, nor do I play or love video games, but none of that mattered in this beautiful story about friendship in which game play and design figure prominently. Sam and Sadie become friends in CA at age 10 by playing video games together - he is hospitalized for a severe injury to his foot (and emotional trauma) and she is at the hospital constantly while her older sister is getting cancer treatments. This persists for months (600+ hours, logged by Sadie) and then they don't see each other again until sophomore year of college in Boston - he is at Harvard, she is at MIT. A chance subway encounter and a shared game of Sadie's design changes both of their life paths completely. Sam believes he and Sadie can and should design a game together, helping Sadie overcome depression over her breakup with her professor, Dov, but requiring them to take a semester off. Sam's roommate Marx is integral to the process, funding them and taking care of them, and ultimately becoming the game's producer. Ishigo takes off and brings them fame and money but also difficult decisions that could compromise the trio's friendship. Like any group of three, there is occasional imbalance and unhealthy alliances, and for Sadie and Sam in particular, many misunderstandings. Yet, they remain a constant in each other's lives, joined by their amazing creative minds, love of games, and almost visceral connection. The story has its share of tragedy, but that only shows resilience, and the gamer's concept of 'restart' with another 'life' - which is a nod to the title, along with its appearance in Macbeth. Unlike other techy tales, (Start-up Wife, Verifiers) I never felt lost in the details, in part because the focus is on relationships, which is a commentary in and of itself. And they are Gen Xers - my people! - which helped a bit in relatability. The characters are all likeable (except Dov), and some minor ones play important roles, notably Sam's Korean grandparents, Hong and Dong. I came away with a little crush on Sam, Marx and Sadie, and also a deep respect for game design and the creative process it entails.
  • Rating: 4 out of 5 stars
    4/5

    Oct 19, 2025

    I enjoyed the character development of Sadie and Sam. I think the author did a good job of placing them accurately in that time period especially with the games that they played. They make mistakes, and have a hard time with their relationship with each other. It's not romantic, but it gets confused with that at times.
    I was a little disappointed in the ending. I think Zavin wrapped things up a little too quickly with Sadie and Sam. They continue to work with each other on games, but you don't really understand how Sadie made that big jump from judgment to some sort of empathy with Sam. His process was much easier to understand.
  • Rating: 5 out of 5 stars
    5/5

    Aug 18, 2025

    I have never played a digital game (except Tetris, many years ago) but maybe I will look into it now.
    Nevertheless, I liked this book a lot. It was such a human story and so very engaging.
  • Rating: 4 out of 5 stars
    4/5

    May 20, 2025

    A friendship story. A game story. A love story. Tomorrow, and Tomorrow, and Tomorrow is a bittersweet novel about all this and more. I don’t think you have to be a Gen X gamer to appreciate the flashbacks and the game parts, but I think it hits different if you are. You were there, then. It becomes your story too, if only for a moment.

    I enjoyed the writing, and the way characters and all mention of games and gaming feel accurate and authentic. It also left a mark, I’ll be thinking about a certain expression of love for a long time to come.
  • Rating: 5 out of 5 stars
    5/5

    May 17, 2025

    I love this book. Somehow feels like it was written for me.
  • Rating: 4 out of 5 stars
    4/5

    Jul 14, 2025

    Gabrielle Zevin has been a favorite for so long. Like Emma Straub, I'll always read her books even if I'm not feeling in the mood for anything contemporary or now-ish (this is set in the 90s and that just reminds me of all women have lost over the past year).

    Lovely story, lovely characters. Tears of sadness and joy.
  • Rating: 5 out of 5 stars
    5/5

    Jan 11, 2025

    I'm not sure of what drives the extreme popularity of this novel, but I'm willing to be one of the enthusiasts! I'm not a gamer, but I have been in close relationships where the boundaries could hold or could fall. Here, Sam, a ten year old boy critically injured in a car accident that kills his beloved mother, is not speaking to anyone until he receives a hospital visit from by Sadie, a girl his age who makes Sam into a community service project (and earns an award for it, for so many hours of visiting) as they play computer games together. By the time Sam finds out about Sadie’s motives, which he refuses to accept have changed from pity into a strong friendship, he cuts her off, leaving them both bereft. They are both extremely talented gamers and meet up again years later in Cambridge, with Sam at Harvard and Sadie at MIT. Sam's roommate Marx encourages the pair to create a game together and facilitates their wildly successful efforts, marshalling their finances, bringing in other game creators, and building a profitable company, while maintaining his closeness and his importance to both friends. Sadie is occasionally consumed with jealousy, as Sam becomes the public face of Unfair Games, and she feels that Sam receives all the credit and recognition. Sadie embarks on a twisted affair with her married professor at MIT, Dov, and allows him to abuse her as she yearns for his approval of her work. She also resents Sam for ignoring Dov's malevolent activity, assuming that both he and Marx were fully aware of it. All the while, new games are being developed and the reader becomes absorbed in the imaginary worlds. Sam and Marx each sense the inevitability of becoming Sadie's romantic partner, but Marx acts on it, leaving Sam on the sidelines. Not surprisingly, a violent and delusional gamer (what are all those shooting games for, anyway? Practice.) destroys what little harmony remained between the three friends, and the two left standing must keep creating and keep living. The descriptions of the games, in their variety and in the thought processes behind them, and their visual impact, are all magnificently rendered by the author. It's a very memorable story, with room for a sequel.
  • Rating: 4 out of 5 stars
    4/5

    Jan 3, 2025

    Excellent storytelling from an excellent writer. The last 50 pages felt a little rushed, but still served the story well. Recommende.d
  • Rating: 5 out of 5 stars
    5/5

    Jan 3, 2025

    A young girl wanders into a hospital waiting room and strikes up a conversation with a young boy (who hasn't spoken to anyone in weeks) over a Nintendo and a game of Super Mario Bros. The rest as they say is history... but a tumultuous history. The two find each other in Cambridge, MA and collaborate to make a game together, something they find themselves doing for decades. This is their story.
    I'm blown away. This story is so evocative and powerful and amazing. It is geeky and heart wrenching and I only managed not to sob my way through parts of it because I was reading it at work. I'm not a gamer but I want to play Ichigo or watch someone else play. The ending is beautiful.
    5 stars
  • Rating: 4 out of 5 stars
    4/5

    Dec 14, 2024

    Even better the second time round! I could spot little hints about things, and enjoy the characters rather than just wanting to see what happened.
  • Rating: 1 out of 5 stars
    1/5

    Dec 10, 2024

    Did not finish - Nov 2024. I can’t face another 10 hours of this audiobook. The narration was robotic in tone (perhaps deliberate?).
    Don’t believe the reviews that state there’s not much gaming content in this novel. There is!
    So if, like me, you have zippo interest in this subject - be warned.
    I know others say to stick with it but if I’m not engaged after 3 hours - adios.
  • Rating: 4 out of 5 stars
    4/5

    May 7, 2025

    I usually avoid reading books longer than 350 pages, especially novels. This one is 401 pages, but the small type and large format make it more like a 500-pager. But, it's by Gabrielle Zevin, and I wasn't surprised that, after thirty or so pages, I was hooked. I was hooked at least for a while.

    I really enjoyed the parts I read, which was the first three chapters, then the ending chapter ten, then many bits in between, to see how Sadie and Sam and the others had gotten through the intervening pages.

    Something kept me from following every detail in every part of Tomorrow and Tomorrow and Tomorrow, but I like to think of the process as reading the first and final volumes of a trilogy, and saving volume two for later.

    Zevin remains one of my favorite authors.
  • Rating: 3 out of 5 stars
    3/5

    Nov 21, 2024

    cool game ideas but an implausible and incongruent shooting episode was a heavy handed plot device.
  • Rating: 5 out of 5 stars
    5/5

    Oct 22, 2024

    Charming and sweet, heartfelt and curious :) A treat!
  • Rating: 5 out of 5 stars
    5/5

    Oct 20, 2024

    Very good book. I really loved this. The character development was SOLID, the emotionality was exceptional. The pacing could have been better, and that's probably the only reason I didn't give it a full 5 stars.
  • Rating: 3 out of 5 stars
    3/5

    Jun 30, 2025

    Intelligent and motivated young people start a tech company, including idea generation, game development, teamwork, and personal interactions. The title brings to mind the idea of playing a video game again and again and dying over and over. It is well-written with complex believable characters. I very much enjoyed the first half, but I think it loses its way toward the end by including an unexpected twist and lots of melodrama. I also think it is too long. The whole Pioneer section could have been cut and not lost anything. Themes include love, loss, commitment, chance, fate, and acceptance. I read this book with a group. My 3-star rating means I liked it. The others in the group enjoyed it even more than I did.
  • Rating: 3 out of 5 stars
    3/5

    Dec 27, 2024

    Content warnings for so many things: miscarriage, gun violence, suicide, drug use, and probably more things I'm forgetting.

    This is the story of Sam Masur and Sadie Green, their friendship, and the games they eventually make with each other. Sam and Sadie first meet as kids, in a hospital - Sadie is there because her sister is getting treatment for cancer, and Sam is there recovering from multiple surgeries to piece one of his feet back together after the car accident that took his mother's life. They bond instantly over games, although Sam eventually breaks their friendship off after he discovers something Sadie was keeping from him.

    Years later, Sam is studying math at Harvard while Sadie is studying game design at MIT. They accidentally run into each other and have a brief but friendly conversation, after which Sadie hands Sam a disk with a game she made. The game blows Sam away, and he becomes determined to team up with her and design a game together. First, though, he has to help her with the deep depression she's currently dealing with.

    Together, Sadie and Sam create a game called Ichigo. Over the next couple decades or so, in the midst of various ups and downs in their friendship, they start a company together and create more games. Although they enjoy bouncing ideas off each other, they don't always mesh well personally and professionally.

    I had seen this book a few times, and considered it, but always passed it by because I couldn't really tell what genre it was. If it was supposed to be romance (it wasn't), it sounded like it'd be filled with lots of annoying breakups. In reality, it was more like historical fiction focused on game development, orbiting around a core friendship that had some toxic aspects. The main reason I ended up reading it was because my book club selected it.

    Initially, I liked Sam well enough. I appreciated the effort he put into helping Sadie when she was weighed down by depression (although I had cause to rethink that part of the book later on). Sadie was less appealing. In fact, she was responsible for my first multi-week period of not really wanting to read more of the book. The thing that first fractured her and Sam's friendship was that she'd logged their 609 hours of friendship as volunteer hours with her church. Granted, she was only 12 years old or so, and kids make mistakes, but she was warned by her grandmother that this would probably go badly and she still did it. It especially irked me that, years later, Sam and others decided that young Sam had probably overreacted. Yeah, no.

    Sam and Sadie were extremely frustrating "friends" - they meshed together well in terms of what they liked about games and gaming, but when it came to actually caring about each other as people, it was amazing the things they let slide and/or never talked about. Sadie, for example, should've been the first person to notice that Sam's foot was doing worse than usual, but instead it was Marx (a nice, rich college friend of theirs who funded a lot of their initial work) who noticed and pushed Sam to do something about it. Then there were the revelations about things Sam knew about Sadie that he did nothing about - again, it was Marx who noticed that worrisome things were going on, and Marx who made an attempt to talk to Sadie about it.

    While I agree with readers who think that Marx was probably the most boring character in the book, what with how generally nice, supportive, and agreeable he was, I liked him for being an actual functional person who cared about other people. Without Marx, Sadie and Sam would likely have done or said something to each other that would have fractured their friendship again even sooner (although maybe that would have been a good thing).

    As frustrating as I found the characters to be, I did get a nice endorphin rush every time a real-world game I knew about was mentioned. That said, the video game history aspects had some issues. A lot of the real-world nostalgia was rooted in games released in the '80s and '90s, but Sam and Sadie's games, as described, tended to remind me more of games released in the 2000s (often indie games). For example, Both Sides (created by Sam and Sadie in either the late '90s or early 2000s) had elements that made me think of Dreamfall: The Longest Journey (2006) and Fran Bow (2015). (Speaking of which, the most entertaining aspect of this book, for me, was trying to map Sam and Sadie's fictional games to their possible real-life inspirations.)

    I doubt I'd have read this if it hadn't been one of my book club's picks...and while I'd have missed out on some fun gaming nostalgia, I don't know that that aspect was good enough to make up for all of the author's efforts at emotional manipulation and the decades of drama that was Sam and Sadie's supposed friendship. It wasn't necessarily a bad book, but I'm glad to be done with it.

    (Original review posted on A Library Girl's Familiar Diversions.)

    1 person found this helpful

  • Rating: 2 out of 5 stars
    2/5

    Apr 29, 2024

    [mild spoilers ahead, beware if you're very sensitive to that]
    Not to be rude but I am genuinely shocked this book is as popular as it is. In short, I thought it was a little boring and often made me cringe in the first half or so, but I kept reading hoping it would get better, which it did! It had some merit, the characters got more realistic (or at the very least, relatable to me) and I thought I had decided to finish it after all. Then, I will not spoil it too much, but a character died that I really liked, in a way that I *really* did not like, in terms of writing nor story, and so I will not be finishing this novel (albeit I was relatively close to the end by this point). I've heard many good things about this book, so clearly it's something personal to me, or maybe the genre is just meant for further out of my demographic than I thought it was. To me, it felt like a knockoff of a John Green and/or Hank Green novel, both authors I thoroughly enjoy reading. I'm not sure what I didn't like about it other than generally "the tone/writing style," so I'm not sure how to articulate whether you should read it or not. Just know it's not for everyone I suppose, and if sudden character deaths make you angry then I would not read this.
  • Rating: 5 out of 5 stars
    5/5

    Mar 23, 2024

    What is it about March? For the third March in a row I have read a book that I love and predict will be my fave book of the year. This book is wonderful!!! As children Sam and Sadie bond over games and forever after their lives are intertwined as they build games together. It reminds me of Kavalier & Clay in style and content but somehow that's part of its charm. I love this book.
  • Rating: 5 out of 5 stars
    5/5

    Aug 31, 2024

    Love and the power of stories. Love that is not romance. Main characters who grow and change. Atmospheric, compelling, wonderful. (Gaming is integral to the characters and the story, but no prior knowledge is required.)
  • Rating: 3 out of 5 stars
    3/5

    Apr 10, 2024

    Tomorrow and Tomorrow and Tomorrow by Gabrielle Zevin is a story of friendship and video games. Initially, the story had a slow start, and it took long enough to get to the point. I am myself a video game lover, and it was fascinating to read the technical details of developing a video game. Apart from that, the story focuses on love and friendship. I chose the book as a part of the #52booksin52weeks challenge.

    Somewhere, I felt myself dragging myself along with the story. The characters were also not interesting. Although I have heard so much about the book, maybe it was not for me. I would give the book 3 stars.
  • Rating: 4 out of 5 stars
    4/5

    Apr 3, 2024

    Series Info/Source: This is a stand alone book I borrowed this on ebook from my library.

    Thoughts: Previous to reading this I had also read Zevin's "The Storied Life of A.J.Fikry" which I liked. I had been wanting to read this book for some time. It was an intriguing read and bounces back and forth a lot between characters and time. I ended up enjoying it but also felt like it was a bit slow at parts and wandered off track occasionally.

    This is the story of Sam and Sadie, two long time friends who end up meeting again in college and making a video game together. When the game is a huge success, they end up starting their own company together. However, as they face personal disasters and questionable life decisions, they constantly struggle to keep the company together without their creative differences pulling it apart. They both undergo tragedy and pain (in other words this thing we call life) and deal with it in very different ways.

    I really enjoyed this look at the gaming industry through time. Sadie and Sam are just slightly older than I am and it was fun to relive my gaming history while they lived through it. Looking at how the industry has changed was both fascinating and nostalgic for me.

    Although this is set in a backdrop of the video game industry, this book is really about two amazing people trying to keep their lives together through loss, depression, and tragedy. Sadie struggles a lot with being accepted in the gaming industry as a woman. I did like seeing the contrast and change from when she went to college to when she was teaching college. I could definitely relate to this being a woman and in engineering. Although things haven't changed fast enough in some of the more male dominated industries, they definitely have changed even from when I got my college degree in engineering in the late 90's.

    I found both Sadie and Sam to be incredibly frustrating at times; they are both selfish and think they are superior to each other in different ways. However, they both have a unique working style and when they collaborate on work they can make something amazing together. I did think the question of them having a romance was visited too often throughout, Zevin kept trying to drive the point home that they could be excellent co-workers and supportive friends (in their own way) without being lovers. However, it was like she kept second guessing herself. It seemed a bit confused, like even the author here didn't know what she wanted to happen.

    The book closes fairly unfinished feeling, however, that is true of these life story kind books and I think it was appropriate for this book as well.

    My Summary (4/5): Overall I liked this and am glad I read it. It was a nostalgic look at growing up with video games. I liked some of the extra insight into the industry as well. Sam and Sadie are fascinating, if frustrating, characters to read about. The story also feels a bit unfinished. I have enjoyed both of Zevin's books that I have read and will continue to check out future books by her. They have intriguing characters and always provide some food for thought.
  • Rating: 5 out of 5 stars
    5/5

    Feb 27, 2024

    I have said before “this is one of the best books I’ve read” but this is certainly the best book I’ve read in a very long time. I really wasn’t looking forward to it but it was the book for the March book club so I bought it and started reading it. I couldn’t put it down. I was so surprised by the depth of the book. The characters were so well written each with completely different personalities. The storyline moved along from person to person and kept your attention with a few twists and turns so that you didn’t want to put it down. Never would I think I would like a story about people making video games but I really enjoyed this book. It started out about two young people. Sam Masur and Sadie Green, in a hospital who meet and become life-long friends. Both of them were fans of video games and spent a lot of time at the hospital, him with an issue with his foot after an accident and Sadie since her sister had cancer, they spent a lot of time playing video games. They get in a tiff and don’t speak for years but then meet again and decide that since they both love video games they would create one together. From there the story goes on about their video game, their friendship, each other's lives, their lovers, family and other friends. During the years, they build a video gaming company that has success but they also go through losses that can never be replaced and tragedy that is hard to recover from. Sam and Sadie go through so much but their special love for each other is always there. This is a must read even if you think you aren’t a video gaming person.
  • Rating: 4 out of 5 stars
    4/5

    Mar 30, 2024

    Sam and Sadie became fast friends when he was in the hospital recovering from a bad break of his foot and Sadie's sister, Alice, was a cancer patient. They bonded over games, but fell apart after Sam learned Sadie had been tracking her hours as volunteerism for her bat mitzvah. Years later, with both in college on the East Coast, a chance meeting leads to collaboration, and they decide to make a video game together.

    Spanning 20 or so years and ostensibly about friendship, it's also about gaming and how stories are easier than real life and people. Sam and Sadie's friendship is a strained one, with plenty of misunderstandings, and assumptions, and I had a tough time understanding why they kept reuniting. Except, well, the story itself becomes a sort of video game, with the stops in their friendship but the redo of an extra life, so to speak. I'm a little younger than the two protagonists, but enough of the games were familiar to me that I could appreciate the references, and did enjoy the behind-the-scenes look at what goes in to making a video game. It's a well-crafted story and one I'd enjoy talking about with other readers.
  • Rating: 3 out of 5 stars
    3/5

    Aug 14, 2024

    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.
  • Rating: 4 out of 5 stars
    4/5

    Mar 23, 2024

    I'll try to alternate my positive and negative comments, because I don't want to give the impression that either should necessarily be given more weight, because as of yet I'm not sure myself how I would weigh them...

    But first and foremost: it's a novel about a STEM field. Always a YAY. Not only that, but it's in large part about a WOMAN in STEM. A woman programmer, no less. Hallelujah!

    Next: it was too long. It didn't help that I read it on Kindle where you don't get a physical sense of how much more you have to read. I kept feeling, "SURELY it ends here, right?" And it never did. There were so many spots where she could have ended it well.

    Great characters. Semi-SPOILER in this paragraph. Marx was such an absolute doll. Too much so? Perhaps he should have been given a rough edge or two. But some people really are dolls. The way his life ended was very moving.

    OTOH, Sadie. Sadie was such an absolute (expletive) to Sam! After they moved to California and she decided for some reason he wasn't really her friend? Where did this even come from? It was awful, her always giving him this crap, "Oh you just want to take credit," "Oh you just don't think I can do it do you," when he so obviously, OBVIOUSLY wasn't like that. And finally her, "Just leave me alone" ultimatum - even when he started playing a public game with her? When she finds out it's him, "OH I told you to leave me alone!" I mean Jeez, he's just playing a game with you. She was just a plain and total (expletive).

    Sam was the main character and he felt just a little incoherent at times. Awkward, yet a master showman at conferences? But then, some people really are incoherent. I'll take this kind of strange complexity over one-dimensional characters any day.

    Semi-spoiler again: I didn't really like the pregnancy and baby plot development, because I never do; but at least they didn't make the kid a main character with a bratty personality that I was supposed to find adorable. But peeve: When these obviously brilliant STEM-focused women in novels, women who obviously have the kinds of brains that are attuned to details and planning, discover, Wow! They're suddenly pregnant! How did THAT happen? Oh well! It was the same in the abominable LESSONS IN CHEMISTRY. You just accept this plot development, that the woman let herself get pregnant, and what's annoying is the story DOESN'T EVEN GO INTO which method of birth control she was using failed and how this actually happened. They just treat it like, ha ha of course these things happen! I'm not saying they don't happen, I'm a walking-around accident myself, but I am saying that intelligent grown-ups like these characters are painted to be take STEPS to make sure as much as possible that they don't happen, and the novel should at least in passing talk about what steps failed and how they screwed up, and they don't even mention it. We know this baby wasn't planned because she and Marx consider abortion; so tell me how the plans went awry.

    I guess my final comment is: I can't see Magic Eye pictures either. I was a little annoyed that at the end, Sam finally saw a Magic Eye picture just by virtue of Sadie on the phone with him saying "My 4-year-old can see them so I'm going to stay on the phone with you until you do!" Yeah, it doesn't work that way. Some of us cannot see them. I read in the end notes that the author didn't used to be able to see them either, but now she can. I guess someone got on the phone with her and berated her into seeing them too, because vision works that way.

    I want to end as I began, by reiterating that I really do love books about women in STEM. Thank you!
  • Rating: 5 out of 5 stars
    5/5

    Mar 23, 2024

    Well done! I’m not especially interested in gaming, but I see now the stories, the craft, the point of it. The love story, though, kept me going. I may reread this!
    It moves through friendships and life in a really authentic way.
  • Rating: 4 out of 5 stars
    4/5

    Feb 3, 2024

    Decent book that was very readable, but I didn’t love for reasons I can’t totally put my finger on. Liked that it’s about a loving relationship that is platonic: playing together and collaborating in work/play is perhaps the greatest intimacy. Last chapter discusses how recent generations of youth focus on their traumas as being their main story, and how that prevents humor and perhaps creativity