59 pages • 1 hour read
Gabrielle ZevinA modern alternative to SparkNotes and CliffsNotes, SuperSummary offers high-quality Study Guides with detailed chapter summaries and analysis of major themes, characters, and more.
Sam, Sadie, and Marx decide to call their company Unfair Games. All three want to take credit for the name, but none can identify why exactly they came up with this particular name. When Sam wants to market Ichigo, Dov suggests they cast the title character as a boy because games with boys as main characters sell more. This upsets Sadie, who, along with Sam, has always meant for Ichigo-the-child to be of indeterminate gender, with they/them pronouns. Dov argues that his own game, Dead Sea, would have been a bigger hit in the US if his title character, the Wraith, weren’t a girl. Sam, Sadie, and Marx receive two offers for Ichigo: one from a small start-up called Cellar Door Company and the other from Opus Interactive, the games division of a large entertainment firm. Sadie wants to work with Cellar Door, who thinks Ichigo’s genderless design is cool, while Sam, Dov, and Marx prefer Opus, who are ready to pay a much larger advance. Sam tells Sadie she doesn’t understand his need for more money because “you’ve never been poor” (130). Sam has student loans and hospital bills to pay. Sadie relents, although she dislikes Opus’s hypermasculine ethos.
Because Ichigo is now a boy and looks Japanese, people assume he is modeled after Sam’s Korean ancestry. During publicity for Ichigo at game cons, audience members begin to identify Ichigo as Sam and Sam as the creator of the game. Sam is also more gregarious and dramatic than Sadie in large social settings, which means he gets most of the questions during promotional outings. Further, audiences are biased and believe creating video games is a man’s domain, sidelining Sadie. Sadie feels hurt her work isn’t acknowledged.
Ichigo’s first installment, Ichigo: A Child of the Sea, becomes hugely popular, immediately compelling Sadie and Sam to create a sequel: Ichigo II: Go, Ichigo, Go. The object of this game is for Ichigo to rescue his younger sister. Sadie and Sam feel that the second game doesn’t do anything new, repeating the storyline of the first. Still, Opus wants them to make Ichigo III, as it is bound to be commercially successful. Sadie’s refusal to make another Ichigo game annoys Sam. He feels Sadie is abandoning their “child” in her quest to move away from Ichigo. The two fight and Sadie storms out. Later, Sam apologizes to Sadie and asks her if she wants to make a different game. Sadie tells him the new game she wishes to create is called Both Sides.
The idea of Both Sides is to let the player switch between two universes: the real universe of a character and a fictional, fantasy universe. According to Sadie, “[I]t’s like Oz and Kansas, if Dorothy could switch between them the whole time” (142). Sadie wants the two sides to have different graphics, one simple and the other more elaborate. The idea piques Sam’s interest. Meanwhile, Marx notices Sam’s foot has been getting worse. He takes Sam to the clinic, where the doctor tells him that his only recourse is an amputation. With Sam refusing to consider the possibility of amputation, Marx finds a possible solution; his girlfriend suggests Unfair Games move to California, where she is planning to relocate. This way, Sam could be persuaded to have the surgery with his grandparents around, and his recovery would be faster in a warmer climate. Much to Marx’s surprise, Sadie agrees to the plan. She wants to break up with Dov, whose abuse she once unwittingly admitted to Marx. Sam agrees to the move as well.
Dov does not take the news of Sadie leaving him well. He insults her and handcuffs her to a bedpost, but in the end, he drops her off at the airport. The new office for Unfair Games is in on Abbot Kinney in Venice, Los Angeles, and “compared to the cramped space they had left…felt colossal” (154). From the roof, they can see a narrow strip of the Pacific Ocean. Sadie loves the space, which was chosen by Marx. Later that night, Sadie drives over to the restaurant owned by Sam’s grandfather. She and Sam play Donkey Kong, their favorite childhood game. Sam tells Sadie he is ready for the amputation surgery, though he will miss his foot. Sadie gifts Sam a crystal paperweight as a good luck charm; she received it for her community service for her Bat Mitzvah. Sam is moved by Sadie’s gesture and the history the paperweight conveys.
Checked into the hospital, Sam wonders why he has never been able to tell Sadie that he loves her. Sadie says “I love you” to Sam all the time. He plans to tell Sadie soon but drifts off to sleep, thinking again of his mother. After Sam and Anna moved to Los Angeles, it took Anna several auditions to finally land an acting job. Though no one admitted this, Anna was looked over for parts because she was Korean. She got a call to audition for a spokesmodel for a game show called Press the Button! The show’s host, Chip Willingham, was racist and sexually harassed Anna, and an enraged Anna slapped him. To her surprise, she managed to land the job and earned a weekly salary of $1500. For Anna, the toughest part of the job was avoiding Chip’s advances. Soon, Anna became a celebrity, especially in K-town. She became the spokeswoman for a Korean beer company, and they put up a billboard of her face, saying, “What is the most beautiful woman in Koreatown drinking?”
Anna splurged on a green sportscar and loved driving Sam in it. One night when Sam was 12, Anna was driving them back to K-town. Near Mulholland Drive, an animal jumped in front of their car and disappeared. Fearing she may have injured someone’s pet or a coyote, Anna pulled off to the side and turned off the engine for a minute to steady her nerves. A speeding sedan smashed into Anna’s “lightweight sports car, most of the impact on the driver’s side and Sam’s left foot” (170). Sam noted that Anna’s stomach and chest were crushed, and her beautiful face was covered with glass. Anna died, and Sam was taken to the hospital, where he stopped talking. He only began to speak several weeks after the accident when he met Sadie.
The morning of Sam’s surgery, Sadie organizes the Unfair Games new office, stacking it with her and Sam’s beloved video games. She notices that the copy of Dead Sea that she had shown Sam in New York is inscribed with a loving message from Dov. To Sadie, this implies Sam knew that the bad break-up she was recovering from was with Dov. Sam knowingly sent her back to Dov for his engine, prioritizing their game above Sadie’s wellbeing. Sadie considers this an enormous betrayal.
From the onset of the novel, Sam and Sadie’s friendship is depicted as a wave with crests and troughs. Since Sam and Sadie bond most over work and creativity, they often leave their emotions and insecurities unarticulated, perhaps wishing the other would just divine it by themselves. This leads to frequent miscommunication and clashes between them. Chapters 3 and 4 add an additional dimension to their conflict: their varying worldviews, which are partly a function of their circumstances. For Sadie making games is about her desire to create something new and interesting. For Sam, it is also about achieving greatness, popularity, and commercial success. While Sadie’s purist position may seem more authentic, it is also true that Sadie can afford to be a purist because she hasn’t had to worry about money. Sam has struggled for money all his life, as he tells Sadie when opting for Opus: “You’ve never been poor…so you don’t understand” (130).
The art-versus-money debate frequently crops up in their friendship: while Sam admires Sadie’s creative genius, he wishes she would also consider the game’s marketability. Sadie values Sam’s input and marketing savvy but wishes he would be motivated, first and foremost, by creative impulse. Complicating this situation are their respective insecurities and challenges. As a woman in gaming, Sadie frequently bears the brunt of pervasive sexism. During the promotional tours for Ichigo, Sam, rather than Sadie, becomes inseparable from the game: “The men at Opus wanted Sam to be the face of Ichigo, and so he was. The gaming industry, like many industries, loves its wonder boys” (132). Sadie cannot help but resent Sam for the attention, even though she knows Sam is not trying to grandstand her.
The flip side of this dynamic is the overwhelming love Sam and Sadie have for each other. Sam keeps reaching out to Sadie whenever she becomes incommunicable, just as she did for him when they were children. Zoe, Marx’s girlfriend, puts her finger on the pulse of their friendship when she tells Marx, “Those two are thick as thieves. They’ll do anything for each other” (147). Sam will not move to California to get his foot operated on, but he will if Sadie needs to get away from Dov. Sadie, too, will agree to the move for Sam’s sake. As Zoe predicts, Sam and Sadie move to California for each other. Another interesting aspect of their friendship is that they never date each other, even though their relationship can be described as romantic. Sam frequently makes grand gestures for Sadie, some of them almost clichédly romantic, such as pursuing her across a train station or shouting for her under her window: “SADIE MIRANDA GREEN. I CAN SEE YOUR LIGHT ON” (137). The narrative subverts these conventional romantic tropes to show that a romance can exist between friends, without them acting on the physical desire they may or may not have for each other.
While Sam’s love life is not mentioned by this point, Sadie’s relationship with Dov and Marx’s with Zoe are explored in detail. The absence of sexual love in Sam’s life indicates Sam’s discomfort with intimacy as well as his body image issues. This is also why Sam routinely ignores his physical pain and even refuses to look at his injured foot. Sam has yet to accept his disability or be comfortable with his body. With this, the text explores the complex ways in which individuals are forced to navigate their disabilities. Marx and Zoe’s relationship is healthy; in Zoe, Marx finds his longest partnership to date, indicating his growing emotional maturity. Sadie, meanwhile, slips into a problematic pattern with Dov, who routinely violates her boundaries, in the bedroom and outside. Marx and Zoe notice that “Sadie sometimes showed up to the office with light bruising on her face and limbs, rope burns, small scratches, and on one occasion, a sprained wrist” (149). Sadie tries to convince herself that Dov’s treatment of her is consensual, dominating play, rather than an abuse of power. However, at one point she acknowledges that “[h]e wouldn’t have sex without her consent, but he felt free to make her uncomfortable and embarrassed” (152). This is after Dov leaves her stripped and handcuffed in response to her telling him she is moving to California. The problematic relationship shows the pressure Sadie experiences as a brilliant, young woman in gaming: Dov admires Sadie for her mind—something the larger world doesn’t offer her yet—so her judgment around him is sometimes clouded.
This section finally details the circumstances of Anna Lee’s death. Significantly, Sam revisits the episode when in the hospital. This highlights how trauma and grief work: Specific triggers open the floodgates of memory. The description of Sam’s life with Anna reveals the camaraderie he enjoyed with his mother, with them getting purposefully lost in Hollywood in Anna’s “silly emerald-green sports car” (168). This sequence makes Sam’s grief real for the reader and also explains some of his attraction for Sadie as well as his love for showmanship. It can be inferred that Sam transfers some of his love for Anna to Sadie. Further, Sam inherits his gift for drama from his actor mother. The sequence also shows the role class, race, and gender bias play in Anna and Sam’s lives. Like Marx, Anna finds it difficult to land a good acting part because of her race and appearance. Additionally, she has to fend off sexual harassment in the workplace. As a single mother, she fights to make ends meet as “life was expensive anywhere you were” (163). However, despite the tragedy in Anna and Sam’s lives, the narrative stresses they have been lucky in other ways. Sam’s grandparents, Dong Hyun and Bong Cha, are unconditionally loving and supportive, and he finds rare, lifelong friendships with Sadie and Marx.
The motif of gaming features prominently in Chapter 3 as well, with games moving the plot forward and helping depict character development. Games are also an important component of Sadie and Sam’s friendship as the common language that they share. For instance, Sadie tells Sam that luck is like “that ginormous polyhedral die that you throw when you’re playing Dungeons and Dragons” (136), a reference to the many-sided dice typical of the iconic tabletop role-playing game. It is a reference that Sam immediately gets and that displays the shared, unique vocabulary that has always brought Sam and Sadie together. The name of Sam and Sadie’s company, Unfair Games, is a reference from mathematics as well as game theory. It refers to the fact that a player can always win a game if they play it properly. Video games are fair, unlike real life, which cannot be gamed or mastered. Any player in life can be bested by the luck of the draw, fate, or chance.
By Gabrielle Zevin