Sadie Green meets Sam Masur (later Mazur) in hospital when they’re both children. They’re each going through some horrible, serious stuff at the time but bond while playing computer games. Sadie has also not been entirely honest with Sam. Despite a falling out, they reconnect during college and collaborate on a game of their own…
We follow them for two decades through the highs and lows of their lives, the loves and losses and games.
It’s beautifully written and wryly observed, noting changes to games and the surrounding culture over the period. It’s also full of nuance: we can see Sadie’s tutor is a manipulative predator; she learns to see that, too, but remains his friend. For all he’s a monster, he’s a person, too.
At the heart of the novel is Sam and Sadie’s sparky relationship. At best, they are funny and supportive; at worst, they are jealous or brood on perceived slights. There are several recurring jokes, such as one — based on an old computer game — that Sadie has died of dysentery, which is part of their childhood banter and then gets dropped to blinding effect again on page 440.
In fact, it is constantly smart and funny, the wit all from the perspective of particular characters so also revealing about them and their understanding of the world. For example, there’s Sam in a particular crisis wishing he could reprogram his brain in the way he might fix a game.
“Unfortunately, the human brain is every bit as closed a system as a Mac.” (p. 228)
There’s lots of telling details, too, on the games these characters play — real and imaginary — and on their respective, mixed heritage: Sam’s Korean grandparents run a pizza place in K-Town, a district Sadie has never heard of when she first meets him, though she lives in a nearby part of LA. Later, they make a game out of separate but intersecting worlds.
The novel isn’t quite in chronological order, which allows it to tease the reader with key revelations to come. We jump ahead to interviews with Sam and Sadie looking back on their life and work. Or there’s the moment on page 190 when, in a scene set in the pizza place run by Sam’s grandparents, there’s the briefest mention of a poster on the wall: a 1980s advert showing a woman drinking a Korean beer. Twelve pages later, we learn the significance of this photograph — a gut punch of a revelation.
For a book about something as apparently unserious as playing games — a viewpoint it addresses several times — it is richly profound. More than once, we see the way games help people in real-life crisis. Sometimes, games have other impacts on real life, which I won’t spoil here. But it’s all utterly compelling; I read the last 100 pages on a plane yesterday, my heart in my mouth.
On that point, I can understand why the blurb and publicity don’t make a thing about this all being about games. That might put off readers who aren’t into games (I’m not, especially) — but can still be enthralled by the story being told.
One last idle thought. In her notes and acknowledgements at the end, author Gabrielle Zevin says that in referencing life-life computer games throughout the novel,
“I chose the games that made the most sense for the story, even when the dates were slightly wrong.” (p. 481)
That may illuminate an early reference that caught my eye. We’re told that Sam’s possessions in 1995 include,
“an aging desktop computer with a Doctor Who sticker on one side and a Dungeons and Dragons sticker on the other” (p. 67)
I wonder when Sam, aged 21 at this point, got into Doctor Who — a year before the TV movie kindled a new fandom and brought many lapsed fans back from the fray. I assume he was watching late-night on PBS. Did he find other like-minded fans, in real life or online, in the way he played Dungeons and Dragons with others? And when did his interest wane? Doctor Who never gets mentioned again.
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