This petty pace

Cover of Tomorrow and Tomorrow and Tomorrow by Gabrielle Zevin in multicolored lettering before a Japanese-style illustration of a wave.

Tomorrow, and Tomorrow, and Tomorrow by Gabrielle Zevin

My rating: 2.5 of 5 stars


Tomorrow, and Tomorrow, and Tomorrow, about a trio of young video game creators, is a very well-crafted novel. Gabrielle Zevin perfectly executes the kind of approach you learn from novel-writing workshops. Zevin moves the puzzle pieces around with skill and efficiency to achieve the desired beats and outcomes right on schedule. It reads quickly, although with random vocabulary words thrown in to show that it’s meant to be taken as a serious novel.

That’s not in itself a bad thing. There are plenty of excellent books written this way, but I’ve led with this impression because I found other aspects of this book lacking. I’m not a gamer, so I can’t speak to how realistic these characters are, but they came across as thinly drawn to me. They seemed to act in service of the plot rather than feeling like people who had their own agency. The reader is given identity markers for the characters (half Korean, Japanese, gay, etc.) and the traumas that define them (childhood car accident, illness, sexual abuse, etc). These are the kind of distinguishing characteristics that writer’s workshops encourage you to develop on worksheets. But in this case, these facts seemed arbitrary rather than an integral part of who any of the characters are, as if people can just slip on identities like clothing or, well, video game characters.

This is the second Gabrielle Zevin book I’ve read, after The Storied Life of A.J. Fikry. That was a bit thin with characterization, too, but it was quirky and interesting in a way this novel wasn’t. It also seemed to have a bit more soul to it. Here, there was some nodding toward greater themes–the creative process, how trauma shapes us, etc.–but none was explored in any depth. The characters just reacted and moved to the next stage, as if they were in a video game themselves, deciding their next moves without really thinking through why and how it might affect those around them. It’s possible this was the whole point of a story about video game creators, but there was nothing in the novel that suggested a deeper critique like this.

In the end, the novel comes across as a depiction of creative people in a specialized world, but it held little interest or insight for someone who wasn’t already interested in it before. It’s a quick enough read, though, and I can see why people who are into video games would love it.