I came across this opener on one of IGN's videos and I can't for the life of me figure out how the glitch effect is done. The effect I'm referring to kicks in at about 0:15 right before it transitions to the presenter.
It seems like the standard "displacement map-masking/playing around with evolutions" thing but the way it sort of procedurally diminishes from the opener to the presenter, with the "glitch blocks" disappearing one by one, has me thinking there might be some expression magic going on here that I haven't come across before.
It is just a bunch of rectangles with a texture inside them. First they are stacked in, then removed. I guess you could do it in a complicated manner, such as using Particular to emit them, but all you really need is a bunch of layers filled with symbols like that and rectangular masks on them and stack them to show up one frame after the previous layer adn then disappear in the same manner. The bottom layers are scaled smaller than the top ones.
For a more automated approach, you could do this with Particular and an expression to automate the creation of the text for the particles. Nevertheless, it will be a bit of work to set up the expression to select only certain characters from a font. Won't be faster to do it that way for a single instance, but if you need a whole bunch of these that need to look different, it would be sensible.