"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." reads the opening line of "Tomorrow, and Tomorrow, and Tomorrow."
My two friends and I have had this little book club thing going on for about three years now. We don't have strict rules or meet regularly—it's more like whenever we feel like it. We chat about books and sometimes throw in movies or TV shows. Recently, we decided to pick the same book and share our thoughts within our group. I thought, why not blog about it too? It'll be cool to look back and remember what we felt or learned from each book.
So, our first pick was "Tomorrow, and Tomorrow, and Tomorrow." When I first saw the title, I thought, Why so many tomorrows? What could it be about? I never imagined the book would be about video games—it's not just about games, but a major part of it is. And it turns out, the title is Shakespearean, the name of a soliloquy from "Macbeth" spoken by Macbeth himself.
Now what is it all about?
Spoiler Alert!
In the 1980s, Sam Masur and Sadie Green formed an unlikely friendship in a pediatric hospital, dealing with personal challenges. Their bond is shattered when Sadie's jealous sister reveals that Sadie was counting time spent with Sam as volunteer hours. Six years later, they coincidentally reunite at a train station, now studying at prestigious universities. Sadie, struggling with a failed affair with her professor, falls into depression. Sam helps her recover, and they establish Unfair Games, creating a successful adventure game called Ichigo. However, tensions arise when they face a dilemma over a distribution deal, leading to personal and professional conflicts.
So goes the story....
The book's got drama, friendship, romance, and all the struggles that come with being creative. Plus, it takes you through several years and shows how the characters grow, especially with the whole gaming industry vibe in the background.
Kirkus Reviews wrote: “Sure to enchant even those who have never played a video game in their lives...” This sums up my sentiment exactly. After finishing the book, I found myself thinking differently about video games. I've never been into them, but the way the book painted the gaming world, the struggles, the creativity, and the whole process of making games—it got me curious. Now I'm thinking games are pretty cool after all.
This one's for readers who like themes of resilience, dealing with personal struggles, and how tragedies impact relationships. And, if you're curious about the gaming world—how games are made, how to deal with fame, and how personal life mixes with the professional side—this book spills the beans.
Happy Reading!
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