Tuesday, 8 July 2025

BOOK NOTE - Tomorrow, and Tomorrow, and Tomorrow by Gabrielle Zevin


One of the advantages of a National Library subscription is that I get to read many books for free. But a persistent disadvantage is that it seems to drive me to read fast—sometimes way too fast—just to stay within the loan period. Especially since you don’t always get to extend the loan on a book, and you can end up stuck on the waitlist for an indefinite amount of time. This isn’t great for the reading experience. It doesn’t let you reflect or even enjoy the book fully.

I read Gabrielle Zevin’s Tomorrow, and Tomorrow, and Tomorrow in under seven days because my ‘Skip the Line’ loan only allowed me to keep the book for that long. The eBook, at about 400 pages, isn’t meant to be a fast read. But the story was compelling and engaging enough that I ended up finishing it. It also helped that I had two flights during that period—nothing like the internet blackout on planes to force some quality reading time. Frankly, that’s one of the best things about flights, and I hate that some now offer Wi-Fi.

NOTE: Spoilers ahead.

The book is about gamers and game developers, which connected well with me. It is also a book about friendship and love. But honestly, the main characters are hard to like. They’re depressed, sometimes psychotic, and go through or inflict a fair bit of mental torture.

Sam, one of the protagonists, has endured several emotional traumas: his parents aren’t together, he witnesses a freak suicide at a young age, and he’s in a horrific car accident that kills his mother and injures his leg badly. Despite all this, he remains broadly positive—rightfully a little reserved.

Sadie, on the other hand, has had less childhood trauma. She comes from wealthy parents, has a sister who recovers from cancer, and turns out to be brilliant—but also more bitter. The only truly likeable character is Marx, a key player in their story. He’s almost tragically good-natured. But I liked that. The idea that someone can be consistently cheerful—and that this could be a sign of intelligence—really stayed with me.

I felt Sadie, the other main protagonist, goes through some self-inflicted problems in life by getting into a torrid relationship with her married gaming professor, Dov. She pays the price by being jilted and ‘used,’ and unfortunately takes it out on her best friend Sam and their co-workers.

Overall, the characters didn’t quite connect with me. Especially with the mixed Japanese-Korean heritage of two of the leads, the whole thing started to feel very Murakami-like. The emotional turmoil, the torrid love affairs, the possessive pining—it was all very Murakami, just without the Murakami authorship.

What made the book work for me was the gaming industry storytelling, and the way computer games and their development shaped an entire generational cohort. I really enjoyed that part.

 

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