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Mythic builds in the TTRPG aren't theme based as much as they are class/role-based. I did notice some familiar encounters that would be counted as a "mythic trials". In the TT, you accumulate mythic trials to advance your tier. Each party member chooses their own path, so they'll have abilities that fit their role in addition of standard mythic options and spells.
Also mythic spells. Holy crap mythic spells.
The biggest difference in the TTRPG though is the availability for flex. Video games by design have to have limits. The only limits on a tabletop are the people at the table. You're basically amassing a party of god-like characters. There are options that let you expend mythic points per day to do epic feats. The more universe-affecting you get, the more options you have for how those changes come about.
I've got my issues with the video game (some of the scaling in the encounters are kind of ridiculous/headdesky), but I'm thoroughly enjoying it. It's close enough to the AP to feel familiar and the path options have been fun to explore story-wise. It feels intentionally brutal and I can tell there was some definite love in bringing the crusade and the worldwound to life.