Doctor Odyssey Dives Into Shark-Infested Waters With Adrianne Palicki — Grade the Midseason Premiere
We've got a new doctor on board The Odyssey — Adrianne Palicki's Dr. Brooke Lane aka 'Hot Shark Doctor' — and she's already threatening to tear our favorite TV throuple apart.
During Thursday's midseason premiere, our crew responds to Brooke's Mayday signal from a nearby vessel, The Flicka. It's taking on water, and two passengers have already been attacked by a shark. Max and Tristan embark on a rescue mission, leaving Avery behind to tend to their own crew member's bite.
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Drs. Max and Brooke immediately butt heads during the dramatic rescue: He thinks they should clean the bites right away, while she advocates for getting out of the water as quickly as possible and assessing the injuries later. Dr. Max ultimately concedes, something we haven't seen him do a ton, so we're already wondering what kind of powers this Dr. Brooke might possess.
Later on, Dr. Brooke makes a pass at Max. He doesn't reject her advances, but he also doesn't play into them. It all looks bad, though, when Avery walks in on the pair: a towel-draped Brooke is gripping Max's upper thigh — the most suggestive part of the leg! Avery, meanwhile, still doesn't know the paternity of her child and has asked for space while she contemplates her future.
As far as shark emergencies go, Thursday's episode is all bark and no bite. The attacks are hardly shown! We wanted shark tooth extractions, a provoked attack by an obnoxious diver, or visuals of the attack itself, but all we get is one sinister fin skimming the water's surface, and a computer-generated Great White. (We do, however, get to see The Odyssey crew saw off a foot. That's something!)
The episode ends with the danger shifting from shark infestation to an overflow of Orca activity. As the powerful pod of black fish lay siege to the ship, the vessel faces a blackout that leaves our entire crew scrambling in the dark.
What did you think of Adrianne Palicki's debut? Hit the comments with your reactions, then grade the midseason premiere in our poll below.
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He also discussed what guided their thinking about the new scenes between Joel and Ellie on her birthdays, his emotional reaction to seeing locations from the game created in real life — and what happened when O'Hara disagreed with his direction for the scene in which Gail slaps Joel. We wanted this episode for Ellie to find out definitively that Joel lied. In the game, we did in a very different way, where she traveled all the way back to the hospital and found documentation. It felt like we would be stretching the reality of the world and how dangerous it is on the show compared to the game. But also, looking at documents and exploring that space, I don't know if that makes as compelling of a drama for a TV show. The engine for the show is a little different than the engine for an interactive experience. So that ultimately led to the whole Eugene sequence. 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However, it did come out to the public in 2013, and it is anachronistic in that it should not exist in our timeline. Initially, when we were making this episode, there would have been a different song. As we were exploring it, just felt like we were prioritizing the wrong thing, this timeline of events and when things would be available. Clearly, we're not in the same timeline as our universe, so we have some leeway. And that song felt so important. Because it was in the game, because it has so much association, not only for fans, but even for myself, we changed course. The thing that we thought we cared about, we ultimately didn't care about, and the emotional truth of the song was more important than the timeline truth of the world that we live in. No. When we were making the game, I knew that scene should exist. I didn't know where it goes. That was true for all the flashbacks. Even pretty late in production of the game, we were moving those flashbacks around. In talking about it with Craig, it's the first time I really thought about the time between seasons. So much of writing is set ups and payoffs, and we would have set certain things up that get paid off years later. That felt too long, especially because this season focuses so much on Ellie's journey and this emotional truth of what did she know? What didn't she know? To wait additional years until Season 3 will come out — or maybe even Season 4, it depends where all the events land and how many seasons we have — I was easily convinced by Craig that that would be too long. It was a day's worth of conversation of us wrestling with it. The way I work is, when a suggestion like that is made, I say, 'Let's play it through.' I just assume that it's correct, and then we play it through and not only talk about this season, but talk about the future seasons, and then say, does it make sense? If the answer is yes, we go with it. If the answer is no, we either keep wrestling with it until we find another solution, or we just go back to how it was in the game. [Long pause] That's right. We knew we had this Eugene mystery, and we had so many iterations on it of just what that sequence should be about. There were versions that had all this action and fighting and shooting infected, and much smaller versions. It went from me to Hallie to Craig, from me to Hallie to Craig. It just didn't feel right for a long time, until we landed on him lying to her about killing Eugene. and then everything just fell into place, as far as, like, Oh, this is how she'll know. It felt like such a dramatic way for her to figure things out. As far as shooting that scene, if no one knew the lie, what I like about that scene is he's being very considerate. Would you want to tell Gail that he wanted to see her, almost in this pitiful way, and I still had to put him down, because those are the rules, and that's the way to keep you safe? Sometimes you could buy the argument that the lie is better than the truth, right? But for Ellie, it wasn't, because of everything else that has come before, because she saw that he betrayed her trust. That meant more than just this moment, it meant that everything that Ellie was worried about, the survival guilt that she's felt all the way back to Season 1 of needing to justify Riley's death and Tessa's death and Henry and Sam and all these people who died along the way so that something good can come of it at the end. It's almost in that moment she realizes nothing good came out of it. That's not entirely true, but that's how she feels about it. So it was just important that all the actors knew the truth they're going into it, and for it to be genuinely shocking. If I may, I just want to sing Catherine O'Hara's praises. It was one of my favorite directing moments. In the scene, she slaps Joel, and then in his shame, he's supposed to take a few steps back. We were struggling with it. It just felt artificial. It felt rehearsed. Initially, there were no lines of dialogue for that little moment. I went to Catherine, and said, 'I think we need to do something else here. I don't know what. What if, like, his proximity to this body is somehow desecrating it now that you know the truth, and if you want, you could yell at him to get away?' And she's like, 'Oh, I'm not so sure. I like the beauty of there being no dialogue.' And I'm like, 'Please, just try it. If it doesn't work, we'll go back to the other version. But I always like experimenting, just shaking it up in some way.' So I asked her to yell to get away. I thought that would motivate Pedro [to step back]. Instead, she almost did the opposite. It was so beautiful. She goes inside [herself] and starts sobbing, and begs him to please get away in this very soft spoken voice. I'm like, Oh, my God, that's so much better than what I asked for. 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The first time I walked on set, I was in Joel's house with Hallie, my co-writer on the game and was the other co-writer on the show on this episode as well. We're like, look at this dining room! This is where in the game, Maria talks to Ellie and Dina, and it looks exactly the same. Every set felt like that. This [museum] set in particular, the day we're shooting this, I had two visitors from Naughty Dog, Arne Meyer, who is our heads of communication, and Alison Mori, who is my partner in running the studio. They got to see a part that we end up cutting from the episode, more in the dinosaur museum. I'm like, come with me, and we walk through this dark hallway with stars, and we got to the space capsule, and I'm like, 'Look at this.' I'm emotional, but I've been seeing it as it's been built. I look at them, and they both have tears in their eyes. This thing that we worked so hard to perfect in digital forms with pixels on a flat screen, now you could stand in it, you could go into it, you could touch it. All the buttons are working. The seats are real. They creak when you sit in them. It felt like we went into the game. It's this really wonderful feeling to know that this incredible crew that I worked with treated the source material with such reverence. It literally moved us to tears. This interview has been edited and condensed. Best of Variety New Movies Out Now in Theaters: What to See This Week Emmy Predictions: Talk/Scripted Variety Series - The Variety Categories Are Still a Mess; Netflix, Dropout, and 'Hot Ones' Stir Up Buzz Oscars Predictions 2026: 'Sinners' Becomes Early Contender Ahead of Cannes Film Festival