Author: Gabrielle Zevin
Year of Publication: July 2022
PLOT: 4/5
CHARACTERS: 4/5
WRITING: 5/5
CLIMAX: 4/5
ENTERTAINMENT: 5/5
Plot:
“What is a game?” Marx said. “It’s tomorrow, and tomorrow, and tomorrow. It’s the possibility of infinite rebirth, infinite redemption. The idea that if you keep playing, you could win. No loss is permanent, because nothing is permanent, ever.”
In this gripping book, two friends—frequently in love, but never lovers—unite as creative collaborators in the field of video game design, where achievement grants them notoriety, happiness, sorrow, deceit, and, in the end, a sort of immortality. Although it is romantic, this is a boy meets girl story that is never a romance. Sam has a grandiose plan when he asks Sadie to collaborate with him on a video game: “He would be getting down on one knee and saying, ‘Will you work with me?'” Though never in exactly the same way or at exactly the same moment, they are in love. Their bond is a union of planets and minds that is more pure and delightful than any simple physical attraction. As Sadie says: “Lovers are common… True collaborators in this life are rare.”
“To allow yourself to play with another person is no small risk. It means allowing yourself to be open, to be exposed, to be hurt.”
When Sam and Sadie first met as children, their shared love of video games allowed them to bond instantly. They form a bond that lasts for nearly thirty years. The book chronicles their friendship’s highs and lows, including their falling in and out of love, a love triangle, triumphs, and setbacks. Video games are the one thing that have remained constant throughout their life.
Both Sam and Sadie are endearing, conceited, enraged, and imperfect. Love, envy, and miscommunication distort the dynamics of their friendship. Although it might be helpful, reading some video game knowledge beforehand is not necessary to enjoy this book.Pop culture allusions from the 1980s, 1990s, and early 2000s are also heavily incorporated. I was exposed to a whole new world by reading about the intricacies of game creation and the gaming industry, which I really enjoyed.
What I liked about the book?
“You go back to work. You take advantage of the quiet time that a failure allows you. You remind yourself that no one is paying any attention to you and it’s a perfect time for you to sit down in front of your computer and make another game. You try again. You fail better.”
A lot of people will identify with Sadie’s experience working in an industry dominated by men. Even if there has been a global reduction in gender parity, many women’s achievements are still not acknowledged. The book made a subtle examination of gender politics. For example, during the development of Ichigo, Sam and Sadie decided not to give the character a gender; this emphasizes the current discussion about pronouns. The character was referred to as “they” by the developers. They were eventually persuaded to give it a “he” by a gaming publisher, who told them that female protagonist characters are rarely successful. Sadie was adamantly opposed to the move, but Sam persuaded her to accept it.
Women are frequently harmed by the prevalent double standards, particularly in fields with a predominance of men. They battle to survive, thus they have no other options. Sadie, for her part, gradually came to accept some degree of complicity. She allowed herself to be rendered invisible, silenced. She allowed herself to become invisible and observed as the guys in her life downplayed her accomplishments. She had to pay this price for her achievement.
Overall thoughts
This novel is unique, intricate, thought-provoking, and well-written. I found myself emotionally immersed in the characters at some points. As the finale approached, I was teary eyed. These are characters I will never forget, and I will carry this book with me for a very long time.