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Shabana Azmi Lauds Farhan Akhtar's Performance in 120 Bahadur_我的网站

一 | Farhan Akhtar starrer 120 Bahadur recently released in the theatres. Lauding his performance in the movie, Shabana Azmi shared immense appreciation. Shabana Azmi took to her social media and shared a picture of Farhan Akhtar, along with a caption that read, "So so proud of you @faroutakhtar. I loved #120Bahadur and your performance is sincere ,heartfelt and subtle. Cant believe that the actor who plays #Shaitan Singh is the same actor who played Imran in Zindagi Na Milegi Dobara. Congratulations to you and #Ritesh Sidhwani and the entire team."
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In an exclusive interview with Filmfare, Shabana Azmi had previously opened up about her bond with stepson and stepdaughter Farhan Akhtar and Zoya Akhtar. She said, "We are very friendly. I have a great relationship with them based on friendship and trust. I value Farhan and Zoya very much and I think they value me. I think a lot of that credit goes to their mom Honey (Irani). I must say that she was very generous. If she had decided that the kids would not be friends with me, then they couldn’t have been friends with me."
About 120 Bahadur
120 Bahadur recounts the extraordinary courage of 120 Indian soldiers from the 13 Kumaon Regiment, who fought in the legendary Battle of Rezang La during the 1962 war. Farhan Akhtar plays the role of Major Shaitan Singh Bhati, PVC, who along with his men, stood against all odds in one of the most defining battles of Indian military history. At its heart, one unwavering line echoes through the film, "hum peechhe nahin hatenge.”
Filmfare's Review
Our reviewer gave the movie 3 stars. He wrote, "At the centre of the narrative is Farhan Akhtar, who delivers one of his most restrained and compelling performances in recent years. As Major Shaitan Singh Bhati, he embodies quiet authority rather than bombast. His portrayal avoids the usual chest-thumping clichés; instead, he projects determination, doubt, empathy, and grit with an inward calm that makes the character’s final stand both believable and deeply moving. Opposite him, Raashii Khanna, playing his wife, brings a quiet dignity and warmth to the film. She displays the best qualities of the quintessential army wife, resilience, emotional steadiness, and unwavering support, adding grace to an otherwise combat-heavy narrative."Also Read: WATCH: Inside Shabana Azmi’s 75th Birthday Bash。

Liu Mengfei at Beijing's Homoludens Archive Photo: Courtesy of Liu Mengfei
Inside Beijing's Homoludens Archive, shelves are filled with books, game consoles, game cartridges and other materials tracing the history of video games. For Liu Mengfei, the archive's director and chair of the academic committee of the Gamification Professional Committee, these collections preserve more than the evolution of games, they also capture the cultural memories of a generation.
A PhD in history from Tsinghua University, Liu has spent more than a decade studying the social impact of games, the role of games in history and digital humanities. Throughout her career, she has continued to explore the relationship between games and people: Why do humans create games? And how do games shape culture and society?
Books, meanwhile, have been an important gateway through which Liu has come to understand the world of games.
"The real value of a book lies not simply in what it tells you, but in whether it can change the way you understand the world and people," Liu told the Global Times.
Books meet games
In 2007, being an undergraduate history student, Liu wrote her thesis on the links between ancient Celtic religion and modern digital games.
To study original sources such as The Gallic War by Roman author Julius Caesar, she taught herself Latin. As her research extended into modern games, she also began reading the rulebooks of Dungeons & Dragons, a tabletop role-playing game.
"From historical texts to game rulebooks, these reading experiences seemed to belong to completely different worlds, but they gradually led me to realize that games are not simply entertainment products. They also contain history, culture and the relationships between people and society," she said.
Later, Homo Ludens, by Dutch historian Johan Huizinga, further transformed the way she understood games. The book gives a theory that humans are not only Homo sapiens, or "rational beings," but also Homo ludens, or "playing beings," and that games are deeply intertwined with human culture, from language and art to religious rituals and sports.
The book had a profound influence on her. It points out that the foundations of human society — language, civilization, religious rituals, sports and art, are all connected to play and games, because we are Homo ludens, "the playing human."
"The idea prompted me to view games from a broader perspective," Liu said. "Games are not an appendage outside human civilization, but are deeply connected to cultural creation and social life."
"It also showed me that games and game-based thinking could extend into broader fields, including education and technology," she added.
She later read other works on game studies, including Play Between Worlds: Exploring Online Game Culture, Half-Real and Rules of Play Game Design Fundamentals. Play Between Worlds, in particular, opened up another possibility for game studies at a time when discussions about "internet addiction" were prevalent in China.
"Games are not simply a form of entertainment that needs to be restricted or criticize;. they can also serve as important media for storytelling, cultural expression and exploring relationships," she said.
These reading experiences gradually shifted Liu's focus from simply asking "What are games?" to a deeper question: What can games bring to people?
Beyond time and technologyPeriodically, Liu still returns to Homo Ludens in her free time, finding new insights from the book as society changes. In the age of artificial intelligence, she has revisited one of its fundamental questions: As AI becomes increasingly capable of handling repetitive tasks and surpasses humans in efficiency, what does it mean to be human?
"As AI takes over more monotonous and repetitive work, the time freed up should be devoted to creativity, experience and human relationships," she said. "The time we gain should actually be used to become better at 'playing humans.'"
For Liu, this also requires people to maintain their ability to think, imagine and reflect -- abilities that cannot be gained through simply receiving information. This has also prompted her to reconsider the meaning of reading.
In an era when AI can quickly summarize an entire book, Liu believes people still need to read the original works in full, because the value of reading lies in more than simply acquiring knowledge and conclusions.
"Reading a book is like a form of cultivation. You have to immerse yourself in it, patiently allow the author to take you on a journey, and find your own island along the way," she said.
For Liu, the value of reading is not limited to books on paper. As media evolve, so do the ways people encounter stories and understand culture. Some digital works are now becoming new vehicles for reading.
Chinese-developed games such as Genshin Impact contain hundreds of thousands, and even more than a million Chinese characters of text, while Black Myth: Wukong uses its "Journal" system to tell the stories of individual monsters through written entries.
"Digital games are carrying forward traditions inherited from literature and film, becoming new gateways, through which young people can enter the worlds of literature, history and traditional culture," she said.
"An important reason why Black Myth: Wukong has succeeded in communicating Chinese culture is that it does not simply insert traditional cultural symbols into a game. Instead, it draws on the original Journey to the West, contemporary works inspired by the classic, as well as the game's own rules and interactions, allowing players to develop a new understanding of traditional culture through their actions," she noted.
For Liu, the forms of reading may change, but the desire to understand the world and discover oneself will not. From books to digital worlds, what matters is not only what people read or play, but how they think, create and find meaning through these experiences.
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