Lors de ce qui devrait être une mission de routine visant à arrêter un piratage dans une entreprise technologique, les jeunes espions Caleb et Zen découvrent des robots armés incontrôlables menaçant de s'échapper dans la rue. Avec l’aide de Sam, le compagnon IA de Caleb, ils évitent la catastrophe. Mais il ne s’agit pas d’un incident isolé : une organisation dangereuse est derrière l’attaque, et maintenant elle prépare quelque chose d’encore plus sinistre. Heureusement, Zen est la candidate idéale pour infiltrer le groupe. Caleb pense que c'est trop dangereux, mais qui d'autre peut grimper, combattre et construire des microbots aussi bien que Zen ? De plus, elle bénéficiera des incroyables compétences techniques de Caleb, sans parler du soutien du programme Möbius. S'infiltrer est un gros risque, mais avec des vies en jeu, c'est un risque que les deux jeunes espions devront prendre.
Logan Macx is the pen name of Edward Docx and Matthew Plampin. Edward Docx is an award-winning novelist and journalist. Matthew Plampin is the author of four acclaimed historical novels and lectures in nineteenth-century art and architecture. They live in London.
What worked: Swift and Hawk are code names for Caleb and Zen, two members of a spy group located at a private school in London. Caleb’s expertise is in computer programming while Zen creates highly advanced robotic creatures. Zen is also more physically fit than most people so her agility, intelligence, and parkour talents will come in very handy to go undercover. A radical group against military weapon production plans an attack on a technology company that almost leads to devastating consequences. This group raises some challenging questions about the issue that may make readers question the business practices of big companies. Caleb modified a video game his father created that uses an AI he calls Sam. Sam is an additional character since Caleb has programmed some personality parameters that allow it to analyze data and make suggestions. Caleb’s even trying to teach Sam how to be a little more positive when predicting how situations may turn out. Sam can decipher code, explore all areas of the internet, and help Caleb manipulate the technology he encounters. Caleb and Sam work together as a team even though Sam is a product of computer coding. The book has a creative subplot that could be the focus of a story all by itself. Caleb’s father developed a very popular free video game called Terrorform while Caleb and Sam have improved it. Players can build settlements in the imaginary world but attacks from other players are possible. However, a conflict arises when an unknown group of players join the game and quickly grow to wreak mass destruction. Player groups are common but the transformation, development, and havoc surrounding the Nameless are unprecedented. Caleb has no idea of the identities behind the Nameless or their motives but he suspects a competing game company might be behind it. Regardless, the Nameless are ruining the game experience for all of the other players as their avatars and settlements are being systematically destroyed. What didn’t work as well: There is a strong dependency on Sam and he seems almost magical at times. Caleb gets ideas but Sam is often the one who handles the problems. Sam researches information, uses security cameras to monitor suspects and surroundings, and reprograms computers that present problems or obstacles. The human characters would be lost without Sam. The final verdict: There is a strong focus on technology so math, science, and computer lovers should enjoy the book. I suggest reading the first book before this one as I felt I wasn’t understanding some references to earlier events. Overall, the story is an exciting adventure and I recommend you give it a shot.
After their experiences in Swift and Hawk: Cyberspies, Caleb and Zen are back. They are waiting for Zen's family to make it back to London, and go on a mission with Mitch that is supposed to be a straight forward assessment of a hacking job. When they get to the robotics company SolTech, however, they realize that it is much more serious. Not only is there a virus in the code, but it is turning the robots in the factory into killing machines. The three get out safely, but the entire building explodes. It turns out that this is probably connected to the Strikers, a group of antiwar activists who have been targeting all sorts of organizations. The director of Mobius, Ms. Clay, is reluctant to send Zen out into the field, but the Strikers are all very young. Operation Supergiant is born, and Zen breaks into a factory and films a video of her writing graffiti that brings her to the head of the Strikers, Celeste. Zen has a backstory for herself; she's of Syrian descent, and her parents were both killed, so she's against all things war related. She in foster care in a home in Chalk Farm, where Mobius has set up a safe house with the librarian serving as a foster mother. Zen gets accepted into the group and heads off on some of their protests, digging up all of the dirt on the organization. While staying back at the school to keep tabs on Zen's operation, Caleb notices that something is going on with the Terrorform video game. This was put together by Caleb's father before he died, and the artificial intelligence that runs it, Sam, assures that the game can never be used for monetary gain. This is why Caleb hasn't sold it to another company, since it is one of the most popular games. He notices that there is a new clan, but they haven't titled themselves, play 24 hours a day, and seem intent on taking over the game. Sam, who can talk to Caleb and has as much of a personality as AI can, is working with Caleb to find out what the Nameless gamers are up to. Meanwhile, Zen is running into problems with the Strikers, and Mobius isn't telling her that her family is on their way back to London, lest she become distracted. I don't want to spoil what happens, but know that Razor has reared its ugly head again, and it will take another book to figure out what has happened to Sam. A third book, Supernova, comes out in the UK in May, 2024. Strengths: The Brits and spy books are such a good combination! This was like a tech heavy Alex Rider book, and starts off with a fantastic car chase, complete with a pile of manure. Rapidly moving into the SolTech mission, this really doesn't let up for a second. I very much enjoy the fact that Caleb and Zen have each other. They are a little reluctant, and Mobius (especially Caleb's mother) are always a little reluctant to send kids on missions, but then always make exceptions and send them, which leads me to believe that they aren't really that reluctant! Both Caleb and Zen have a lot of freedom to run around, and there is a ton of technology. Definitely quite the thrilling page turner! Weaknesses: I had trouble caring about the video game being taken over, since I never play video games, but that will be a HUGE draw for young readers. I would have preferred there to be more character development, and to learn more about the dynamics of both Caleb and Zen's families, but that's not as exciting as blowing things up! What I really think: Definitely purchasing for my library, and will hand to readers who enjoy spy books like Ponti's City Spies, McNab's Traitor, and my many readers of Muchamore's 2010 CHERUB series. Clearly, there is room for some fresh new spy adventures with new technology!
This is a great choice for middle graders looking for adventure/spy stories. There is both a male and female protagonist, so this should have wide appeal. Lots of mystery, danger, and excitement should keep kids engaged. Recommended for grades 5+.