Review by Booklist Review
Though orphaned Shinji is being raised by his aunt Yui, who is a collector and trader of all sorts of things, he's bored with his life traveling from place to place. He'd rather be playing video games with friends instead of sailing towards Africa in the heat of summer. Shinji finally finds something to take an interest in--a glowing wooden statue of the mythical coatl--but then abruptly crosses paths with a trio of scary, suited men who want his statue and aren't afraid to use violence to get it. What is the statue, and what does it mean? Why does it whisper Shinji's name? Why does he feel like he has to protect it? As he finds answers to his questions, life definitely takes a turn that's more interesting than video games. Comparisons to Rick Riordan's books are inevitable, but in the hands of veteran YA author Kagawa (The Iron Raven, 2021), this memorable middle-grade adventure series starter shines brightly enough to make its own way.
From Booklist, Copyright (c) American Library Association. Used with permission.
Review by Publisher's Weekly Review
In Kagawa's (the Iron Fey series) fantasy, based on a fictional society created by Walt Disney Imagineering, sardonic Shinji Takahashi, of Japanese descent, lives with his aunt Yui in Miami following his parents' death, and each year accompanies her on "treasure hunts" around the world to source wares for her store. Since the 13-year-old would prefer to be playing a quest-oriented video game, he's sent on an IRL quest during this year's trip down the Zambezi River, and soon comes across a new-to-him part of a market, and a valuable figurine--the Coatl--that "calls for" him. When a group attempts to steal the statue, Shinji inadvertently absorbs it, becoming its guardian--and gaining a new tattoo and potentially fatal curse. Kidnapped and taken to N.Y.C.'s Hightower Corporation, a company interested in acquiring magical artifacts, he meets fellow 13-year-old Lucy Smith, a white-cued tech prodigy who helps him escape. The two then make their way to the Society of Explorers and Adventurers, whose mission is to "preserve the past and the wonders of ancient cultures" while working to "restore and return" artifacts they previously stole, and then to Mexico City, where Shinji must return the idol before the curse takes its toll. Employing classic heist tropes, this high-speed adventure with well-plotted twists sets up the series while considering exploration's colonial implications. Ages 8--12. Agent: Laurie McLean, Fuse Literary. (Apr.)
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Review by School Library Journal Review
Gr 3--7--Shinji is no stranger to adventure. He has traveled the world with his Aunt Yui for as long as he can remember. While shopping in a market he finds a figurine of a Coatl, a feathered serpent creature from Mesoamerican lore. After purchasing this figure, he quickly discovers he got more than he bargained for. He is chased and captured by the Hightower Corporation who are trying to take the figurine so they can control its magic. It is then he discovers that this figure comes with a curse: the mark of the Coatl, which has now changed from a figurine to a tattoo on his arm. With the help of some new friends, he must return the idol to its temple home in Mexico in order to remove the curse before it is too late. This first in the series is a thrilling adventure with elements of magic and folklore, in the same vein as Rick Riordan's works. The fast-paced action and short chapters make this a great choice for reluctant readers. A surprising twist will have kids eagerly awaiting the sequels. VERDICT The perfect mixture of Indiana Jones meets Percy Jackson that will keep readers on the edge of their seats.--Kristin Williamson
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Review by Kirkus Book Review
An old curse and untapped magic lead a boy on a worldwide quest to save his aunt. Ever since 13-year-old Shinji Takahashi's parents died, he and his Aunt Yui have lived a life that includes months of travels, hunting for unique items for her shop in Miami. While floating down the Zambezi River, Shinji comes upon a mysterious shop with a small figurine of a Coatl, or mythical feathered serpent, that seems to be calling to him. But after he buys it, Shinji is kidnapped and held captive by the Hightower Corporation in New York City. Aunt Yui is nowhere to be seen--and the Coatl figurine has transformed itself into a tattoo on Shinji's arm. A Hightower villain informs him that it brings with it a deadly curse. Meanwhile, young prodigy Lucy, who has been working for the corporation, appears in Shinji's room in the middle of the night: After overhearing Hightower's evil plans for him, she decides to help him break out. Lucy suggests reaching out to the Society of Explorers and Adventurers, Hightower's archrivals, for help returning the Coatl to its original temple and finding Shinji's aunt. This intriguing venture builds to a compelling climax. One question that remains unanswered is why Japanese American Shinji, who has no Mesoamerican heritage, is chosen by the Coatl to be its rescuer; perhaps this will be resolved in the next entry in this new series. An action-packed fantasy containing a surprising twist. (Fantasy. 9-12) Copyright (c) Kirkus Reviews, used with permission.
Copyright (c) Kirkus Reviews, used with permission.