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Chargement... Tomorrow, and Tomorrow, and Tomorrow: A novel (édition 2022)par Gabrielle Zevin (Auteur)
Information sur l'oeuvreTomorrow, and Tomorrow, and Tomorrow par Gabrielle Zevin
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Inscrivez-vous à LibraryThing pour découvrir si vous aimerez ce livre Actuellement, il n'y a pas de discussions au sujet de ce livre. Overall, a really great book, although I did feel like some parts got in the weeds about the inner workings of how a video game is made. I really enjoyed the focus on friendship and chosen family. I think the author also skillfully described how small misunderstandings and grievances can destroy a relationship if folks aren’t willing to have those difficult and authentic conversations. ( ) Firstly the praise for this book has to go to the cover design. Before I even knew the subject, I knew I wanted to know this book. Turns out it was a boring friendship story of two lives from childhood to parenthood (alas), however it was redeemed by the occupation of video games, and the use of the word "Grok" (originated from Stranger in a Strange Land). The book far surpassed my initial misgivings, and below are a few of the things I really enjoyed: They named their game character Ichigo. Below are the references I admired: Computer gaming: Carmack and Romero (Wolfenstein 3D and Commander Keen), Nintendo Zelda, Mario, Donkey Kong, Tetris. Hanafuda (playing cards) aka Stop Go / Koi Koi (come come) Art: Hokusai wave, Duane Hanson "tourists", Yoshitomo Nara, Rube Goldberg machine, Tsuguharu Foujita, Autostereograms. Literature: Chaos, Brief History of Time, Hackers, Call of the Wild, The Odyssey, Call it Courage, The Hero's Journey, The Language Instinct Anime: Miyazaki (Kiki's Delivery Service, and Princess Mononoke) Music: Toshiro Mayuzumi, Brian Eno, John Cage, Terry Riley, Miles Davis, Philip Glass Real World events and places: Los Angeles summer Olympics 1984, Mary Lou Retton, K-town, amputation, gun crime (last two not so much admired, but part of the plot), partially counterbalanced by the funny German mis-translations for Torschlusspanic and Zweisamkeit. On the surface this is a book about two people who are game developers in the late eighties. They talk about some interesting games they made and how they built up their business and relationship. An entertaining listen. My favorite parts are the relationship between them, and a particular chapter that is the final act for a different character. Which was well done in the audiobook. I give it four lives out of five lives.
To me, Tomorrow and Tomorrow and Tomorrow is not about video games or work. It is about stories. What Sadie and Sam do in the novel – through the guise of video game design – is create stories with and for each other. Unable to replay their past, as both the main characters grow older they re-interpret their shared history to play out their future with each other. Unwilling (or unable) to allow Sadie to leave his life, Sam uses the work of game design to try to keep her creating shared stories with him. A relationship is just another form of world-building. Her story begins around the turn of the century, when two college students, Samson Mazer (mathematics at Harvard) and Sadie Green (computer science at MIT), bump into each other at a train station. The pair haven’t spoken since childhood, when they met in the games room of a hospital Gabrielle Zevin is (...) a Literary Gamer — in fact, she describes her devotion to the medium as “lifelong” — and in her delightful and absorbing new novel, “Tomorrow, and Tomorrow, and Tomorrow,” Richard Powers’s “Galatea 2.2” and the stealth-action video game “Metal Gear Solid” stand uncontroversially side by side in the minds of her characters as foundational source texts. ... whimsicruelty — a smiling, bright-eyed march into pitch-black narrative material Prix et récompensesDistinctionsListes notables
In this exhilarating novel by the best-selling author of The Storied Life of A. J. Fikry two friends--often in love, but never lovers--come together as creative partners in the world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality. 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. They borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo: a game where players can escape the confines of a body and the betrayals of a heart, and where death means nothing more than a chance to restart and play again. This is the story of the perfect worlds Sam and Sadie build, the imperfect world they live in, and of everything that comes after success: Money. Fame. Duplicity. Tragedy. 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, games as artform, technology and the human experience, 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. Cover image: The Great Wave (detail) by Katsushika Hokusai. The Metropolitan Museum of Art, New York. Aucune description trouvée dans une bibliothèque |
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Google Books — Chargement... GenresClassification décimale de Melvil (CDD)813.6Literature English (North America) American fiction 21st CenturyClassification de la Bibliothèque du CongrèsÉvaluationMoyenne:
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