Seven Days: Empty Quiver

A backstep takes place without Parker, and when the sphere materializes seven days back in time, the team must use the services of a psychic to work out what disaster they must prevent.

File this one under 'missed opportunity'. A superb set-up (ie that the team has no information to go on) is utterly squandered by taking the not only easy but also rather desperate way out of using a psychic. It's a concept that doesn't really belong in Seven Days, which for all its alien influences hasn't gone to great lengths most of the time to expand beyond the technological. Coupled with that, the psychic in question is immensely good and doesn't put a foot wrong at any point, making everything even easier than it needs to be. If the team had been forced to work out their mission by seeking clues, it would have made for a far more interesting tale.

The constant threats to Frank's life are a desperate attempt to liven things up, but as the visions the viewer sees are so easy to explain (you never see Frank or Molly the psychic die, so you can easily work out what she is really visualizing) the tension is non-existent. It's a shame, really, as there's definitely potential here, it's just met with writer apathy.

**

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