TOMORROW, AND TOMORROW, AND TOMORROW
BY GABRIELLE ZEVIN
383 pages
An instant New York Times best seller, this is a wonderful and original story about the bond of friendship. Three college friends share a passion for video games and this leads to a long-term collaboration of creative minds as they set out on their future paths together. But don’t worry, you don’t need to be familiar with the gaming world to appreciate this imaginative and enjoyable read.
Sadie Greene and Samson Masur (Sam) meet as teenagers in the children’s hospital game room whilst Sadie is visiting her sick sister. Sam has been in hospital for six weeks recovering from a bad car accident and barely spoken a word since badly injuring his foot. Together they start playing Super Mario Bros on the hospital Nintendo and discussing their favourite games. As they play, so a deep trust for each other grows and with it the start of a unique friendship.
Several years later, in a moment of destiny, Sam bumps into Sadie at a busy train station whilst he is studying maths at Harvard and she is studying computer science at MIT and so their extraordinary friendship continues. Sam introduces Sadie to Marx, his good-looking, wealthy and charming room mate who has taken Sam under his wing. At this point, Marx is trying his hand at acting, and is about to play Banquo in a college production of Macbeth. One evening, the three of them decide to design and produce their own game which they name Ichigo. Ichigo is a runaway success and so begins a new path for these three courageous and creative young people leading them on a rare journey of discovery and collaboration. Catapulted to fame and fortune - can they share the same freedom and love they have for each other in their perfect virtual creations in the imperfect real world?
“Tomorrow and tomorrow and tomorrow” is Macbeth’s famous bleak soliloquy, when Macbeth is contemplating the futility of life. Yet in the world of video games, you can die numerous times and have infinite opportunities to take different paths. Sam and Sadie use their virtual worlds to help them survive the real world. This is never more apparent when tragedy strikes and Sadie cuts herself off from everyone including Sam. He finds an ingenious way of communicating with her through a new game he devises especially for that purpose, knowing this escape will provide her with a security blanket in her time of need. It is an extraordinary and beautiful act of love.
Inevitably 'two’s company, three’s a crowd' takes a hold over their relationships, but the resourceful and imaginative minds of these three young people always draws them back together again. A mesmerising and touching read - hardly surprisingly, this imaginative story is already destined for our screen.