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In this exhilarating novel, 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. 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 is a dazzling and intricately imagined novel that 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. Yes, it is a love story, but it is not one you have read before.
"For the most part, I have credited the designers, but as readers of this book will know, it is difficult to say who is responsible for any game or game element unless you were there." Actually, it's pretty easy. Especially when something like Stardew Valley was *created* by Eric and not just "designed by". It's also pretty easy to add in at least a small acknowledgement of a game you entirely stole and even stole how the creator described it. "Solution" in the book is a real board game called "Train" created by Brenda Romero. Even the description Sadie gives about Solution is *exactly* how Brenda described her game. It took both Wired and NYT asking the author after Brenda came out about it all, after release, if she knew about Train for her to finally admit that yes she did know about the board game and yes it was an "inspiration". The copy of this book I read still does not include a credit, despite many many books and games being credited.